Enhanced Senses: Garou cannot be surprised and has advantage on Perception checks.
Adapt to Overcome: Garou is an extremely intelligent martial artist and is able to sturdy techniques whilst he is fighting them, he can then implement his opponents techniques against them.
Deflection and Redirection: Garou can redirect any projectile that comes to him. When he is hit by a ranged attack he can reduce the damage by 2d20+10, if he reduces the damage to zero he can make a ranged attack with the projectile back at the attack which deals 2d6+10 bludgeoning/piercing damage if it hits.
Water Stream Rock Smashing Fist: Garou’s primary martial arts technique copied from his previous master Silver Fang, allows him to follow the flow of combat around his as the perfect combination of both Offence and Defence. The precision of this technique makes his melee attacks deal piercing damage instead of bludgeoning damage. It also means that his attacks are classed as magical.
Whirlwind Iron Cutting Fist: A martial art Garou copied from Bomb. This martial art style involves a powerful hand movement technique to create a razor-sharp whirlwind pressure that chops the target into tiny pieces. The martial art then pushes the opponent back.
Regeneration: Garou can heal very quickly, and can heal from life-threatening injuries in only a few hours. At the start of his turn Garou heals 55 (6d10 + 25) hit points.
Flight: Transforming into Awakened Garou he gains cosmic powers, allowing him the ability to fly.
God Slayer Instant Attack: Garou throws a volley of punches and different hand-strikes at the opponents. For every enemy creature within 25ft of Awakened Garou he makes 2 God Slayer attacks against them.
Universal Energy Projection and Cosmic Knowledge: Awakened Garou has knowledge of the flow of all energy as well as the behaviour of all forces in the universe. This allows him to deliver extremely powerful blows of cosmic energy. He deals an extra 10 (2d10) force damage per attack.
Cosmic Radiation: After his transformation due to the influence of "God", Garou constantly emits deadly levels of radiation poisoning from his body, which harms everyone in his surroundings. When a creature starts their turn within 15ft of Awakened Garou or moves into the area for the first time on their turn they must make a Constitution save (DC20) if a creature fails the save it takes 8 (2d8) Necrotic damage.
Overwhelming Presence: Each creature within 200ft of Awakened Garou that is aware of him must make a Constitution save (DC21) or become afraid of him for 1 minute, a creature can repeat the save at the end of their turn ending it on a success. Once a creature saves they are immune to Garou’s presence for 1 week.
Portal Creation: After briefly fighting Blast, Garou managed to replicate the S-Class hero's ability to generate hyperspace portals, allowing him to teleport to different locations. He can teleport to a location as long as it is within his range of vision as a free action.
Legendary Resistance (5/day): If Awakened Garou fails a saving throw he can choose to succeed instead.
Multiattack: Garou makes 10 melee attacks with Piercing Fang, Cutting Fist or both abilities.
Piercing Fang: Melee Attack: +12 to hit, reach 5ft., 1 target. Hit: 33 (3d12 + 15) Piercing damage and 10 (2d10) Force damage.
Cutting Fist: Melee Attack: +10 to hit, reach 15ft., 1 target. Hit: 35 (4d10 + 15) Slashing damage and 10 (2d10) Force damage
God Slayer: Melee Attack: +10 to hit, reach 5ft., 1 target. Hit: 36 (6d8 + 12) Bludgeoning damage and 10 (2d10) Force damage.
Normal Punch: Melee Attack: +15 to hit, reach 5ft., 1 target. Hit: 27 (2d12 + 15) Bludgeoning damage.
Serious Punch: Melee Attack: +15 to hit, reach 5ft., 1 target. Hit: 100 (20d10) Bludgeoning damage. Any creature behind the target must make a Strength save (DC22) or be knocked prone.
Nimble Combatant: Garou can take the Dash, Disengage or Dodge action as a bonus action.
Flowing Technique: For every attack that Garou lands as part of his action he can make that many attacks as his bonus action.
Unnatural Speed: Due to Garou’s speed he is able to take 3 reactions per turn.
Flexible Frame: If Garou is aware of an incoming melee attack he can use a reaction to attempt to avoid it imposing disadvantage to the attack.
Monster Garou can take 5 legendary actions, choosing from the options below. Only one legendary action can be taken at a time and only at the end of another creatures turn. Monster Garou regains any spent legendary actions at the start of his turn.
Dash: Garou can move up to his movement without taking opportunity attacks.
Attack: Garou makes 2 attacks with either Piercing Fang or Cutting Fist.
God Slayer (2 actions): Garou uses his God Slayer Instant Attack ability.
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