Hyper Fang
normal- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- melee
You lash out at a creature with a quick fang attack. Make a melee attack roll, doing 2d6 + MOVE normal damage on a hit. Hyper Fang scores a critical hit on 19 and 20. 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, 4d6 at level 10, and 6d6 at level 17.
- Contest
- cool
- Appeal
- 3
- Jam
- 0
- Effect
- An appealing move that can be used repeatedly without boring the audience.