Strange Steam

fairy
Move Power
dex, wis
Move Time
1 action
PP
3
Duration
instantaneous
Range
40ft line

The user attacks targets in the area by emitting steam. Each creature in the line must make a DEX saving throw. A creature takes 2d6 + MOVE fairy damage and becomes confused on a failed save. On a success, they take half damage and are not confused.

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.

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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