Bone Club

ground
Move Power
str, dex
Move Time
1 action
PP
10
Duration
instantaneous
Range
melee

You strike a creature with a club of bone, doing 1d10 + MOVE ground damage on a successful hit. If the natural attack roll is 18 or more, the target flinches.

At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

Contest
tough
Appeal
3
Jam
0
Effect
An appealing move that can be used repeatedly without boring the audience.

This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc. Portions of the material may be property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.

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