Moongeist Beam

ghost
Move Power
dex, wis
Move Time
1 action
PP
5
Duration
instantaneous
Range
self (100ft line)

You emit a sinister ray that explodes out from you in a 100 foot line, 5 feet wide. All creatures caught in the blast must make a DEX save against your Move DC, taking 5d6 + MOVE ghost damage on a failure or half as much on a success. This attack ignores any of the creatures abilities that would affect the user's ability to hit or deal full damage.

At Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.

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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