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.

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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