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.