Unarmored Defense. While Garou is wearing no armor and wielding no shield, his AC includes its Wisdom modifier.
Radioactive. All creatures in a 100 ft radius take 1d6 radiant damage every turn or succeed a dc 17 constitution saving throw and take half that.
Magical Resistance. Garou has advantage on saving throws against magic and magical effects.
Legendary Resistance (5/Day). If Garou fails a saving throw, he can choose to succeed instead.
Magic Disrupt. If Garou damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw to maintain its concentration.
Nuclear Attacks. Garou's unarmed strikes and martial arts attacks count as magical for overcoming resistances and immunity.
Watchdog's Movement. Garou is always under the effects of the freedom of movement spell, and benefits from the effects from it at all times (included in his stat block).
All Life Eradication Fist: Garou deals an additional 60 (10d10) radiant damage when attacking due to nuclear fission. Every attack also causes an explosion, dealing a third of the radiant damage to all creatures within 20 feet.
Monsterization. Garou passively regenerates 30 hit points at the start of each turn.
Whirlwind Iron Cutting Fist. All melee attacks gain an extra 10 feet of range and Garou can choose to change any bludgeoning damage to slashing at will.
Shakkei. Garou can mimic any ability witnessed in his life perfectly and use those abilities as actions or bonus actions.
Multiattack. Garou makes 5 unarmed strikes and 2 Special attacks.
Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 50 (5d10 + 10) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:
- The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (Garou’s choice).
- The target must succeed on a DC 18 Dexterity saving throw or be knocked prone.
- The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the adept’s next turn.
Gamma Ray Burst. Ranged Weapon Attack: +14 to hit, range 60/100 ft., 20 foot wide cylinder. Hit: 50 (6d10 + 8) radiant damage.
Great Fa Jin. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 50 (7d10 + 12) force damage
Extreme Fa Jin. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 50 (8d10 + 13) force damage
Tanktop Blow. Melee Weapon Attack: +12 to hit, reach 10ft, circle. Hit: 50 (2d10 + 5) bludgeoning damage. If hit creatures must make a dc14 dexterity saving throw or have their movement reduced to 0 for 1 turn.
Whirlwind Water Stream: Cross Fang Dragon Slayer Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 50 (8d10 + 10) bludgeoning damage and if this attack hits, Garou can continue to attack as a free action while applying Exploding Heart Release Fist.
Awakening Breath. As a bonus action Garou can take deep breaths that sharpen his physical capabilities. He can add an extra 4d4 to any roll he makes within the next round.
Water Stream Encampment. In response to being hit by a ranged weapon attack, Garou deflects the missile. The damage he takes from the attack is reduced by 3d10 + 10. If the damage is reduced to 0, Garou catches the missile if it’s small enough to hold in one hand and Garou has a hand free.
Water Stream Rock Smashing Fist. In response to being hit by a melee weapon attack, Garou deflects the attack. The damage he takes from the attack is reduced by 2d10 + 10. If the damage is reduced to 0, Garou can immediately use Great Fa Jin as part of his reaction.
Garou 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. Garou regains spent legendary actions at the start of his turn.
Afterimage Creation. Garou moves a total of 100 ft without provoking attacks of opportunity and leaves behind ethereal images of himself. All attacks made against Garou are at disadvantage until the start of his next turn.
Portal Creation. Garou can create a portal beneath himself and in another location in a 1000 foot diameter and instantly hop between those two places, as well as being able to take others with him at the cost of a second Legendary Action.
God Slayer Instant Attack. Garou makes an unarmed strike to his nearest opponent and works as a goading attack and the target must make a DC20 wisdom saving throw or must attack Garou on their next turn.
God Slayer Ascending Attack. Garou makes an unarmed strike to his nearest opponent who must make a DC23 strength saving throw or be launched 20 feet into the air.
Gravity Manipulation. Garou can spend a legendary action to empower his next attack with 10 (3d6) force damage stacking with any previous damage buffs. Garou can also spend more legendary actions to lessen or strengthen the gravity in a 50 foot radius around himself, strengthened gravity requires a DC15 strength saving throw or be knocked prone every turn as well as doubling any fall damage taken and lessened gravity requires a DC15 dexterity saving throw or their movement speed reduces to zero as they hover a foot above the ground as well as negating any fall damage taken. It costs an additional legendary action to keep the gravity field active for another round.
Garou can take 1 Mythic Action, which is enabling Mode: Saitama using Shakkei. Garou regains this action at the start of the second turn since he used it.
Mode: Saitama. For the next round, all melee attacks must be announced as Normal Punches and are automatic critical hits no matter what. At the cost of 3 Legendary actions and an additional turn of waiting for his Mythic Action to recharge, he can use Serious Punch, which is a version of Extreme Fa Jin that hits in a 60 foot cone as well as automatically critting. Garou must make a DC25 wisdom saving through upon exiting this form or become bored and unable to use it for 5 rounds.
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Posted Aug 15, 2024What can even beat this.........don't say wish