Legendary Resistance (3/Day). If Ban fails a saving throw, he can choose to succeed instead.
Fox Sin of Greed. All Ban's attacks are considered magical.
Undead Ban. When Ban drops to 0 hit points roll 1d4 to determine how many rounds it will take for Ban to recover half his hit points and return to consciousness. Add one round for each hit Ban takes while unconscious. Ban is also able to recover destroyed body parts in this same fashion by rolling 1d4 to determine the number of round before the body part grows back. If Ban's body is completely destroyed, such as through the use of a Disintegrate spell roll 1d6 to determine the number of rounds instead.
Fountain of Youth. Thanks to drinking from the fountain of youth Ban's wounds heal almost instantly, at the start of every round while Ban is conscious, Ban heals 1d12 + 7, Ban's maximum hit points cannot be reduced by any method.
Multiattack. Ban can make three attacks with his Nunchuks or Unarmed Strikes.
Nunchuks. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage.
Snatch. This ability allows Ban to "rob" physical objects, thus grabbing them, and also the physical abilities of others, thus weakening them while gaining more strength and speed. However, this ability has a limit to how much Ban can rob a person's strength, in order to not damage his own body with overwhelming power. Ban's Snatch can be used in the following ways:
Fox Hunt. As an Action Ban can target any object he can see within 90 ft. and pull it towards himself, seemingly bypassing any obstructions. If the target is being held or carried make a contested strength check to see if the target comes free.
Banishing Kill. Ban can use his Action to target a single creature to do devastating damage, Ban makes an attack with his Nunchuks if he hits with this attack he is teleported to within 5 ft. of the target and unleashes an extremely deadly blow dealing 6d6 slashing damage and 6d6 necrotic damage.
Assault Hunt. As an Action Ban can choose a point he can see and rushes to that point in a straight line using all of his remaining movement, Ban cannot move further than the movement he has left, all creatures within that line must make a DEX saving through, DC 22, on a failed save the targets take 10d8 slashing damage or half as much on a success. Ban does not provoke opportunity attacks as part of this ability.
Hunter Fest (1/Day). On his turn Ban can use his Action to make every creature of his choosing within a 100 ft. radius make a CHA saving through, DC 22, on a failed save the targets strength score is reduced by 2 and Bans strength increases by 2 for every creature that failed the save up to a maximum score of 36. Bans strength cannot be reduced by any means until the effects of Hunter Fest have ended. The effects last for a number of rounds equal to 1d8 after which Ban's strength score returns to normal and he falls prone, is incapacitated and his speed becomes 0 ft. for a number of rounds equal to the number of targets that failed the save.
Zero Sign. Ban takes his Action to focus his mind allowing him to turn invisible and be undetected by any creature that doesn't possess True Sight, if a creature does have True Sight they may make a Perception check to try and see Ban. This effect ends if Ban attacks or casts a spell.
Snatch. This ability allows Ban to "rob" physical objects, thus grabbing them, and also the physical abilities of others, thus weakening them while gaining more strength and speed. However, this ability has a limit to how much Ban can rob a person's strength, in order to not damage his own body with overwhelming power. Ban's Snatch can be used in the following ways:
Physical Hunt. As a Bonus Action Ban can target one creature he can see within 60 ft. to steal either their strength or speed. The target must make a CHA saving throw, DC 22, on a failed save reduce the targets STR score by 2, if stealing strength, or their speed by 10 ft., if stealing speed, and add it to Ban's. This effect lasts for 1 minute unless Ban dismisses the effect early. This ability can stack up to 5 times.
Ban can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ban regains spent legendary actions at the start of his turn.
Nunchuk. Ban makes a single Nunchuk attack.
Unarmed Strike. Ban makes a single Unarmed Strike attack.
Banishing Kill (Costs 2 Actions). Ban can make a Banishing Kill attack.
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