Iron Tail
steel- Move Power
- str
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- melee
You swing your tail out, attempting to crush a creature. Make an attack roll on a creature in range, doing 4d4 + MOVE steel damage on a hit. If the natural attack roll is a 19 or 20, the target’s AC is decreased by 1 for the rest of combat.
At Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
- Contest
- cool
- Appeal
- 4
- Jam
- 0
- Effect
- Quite an appealing move.