Nachtmahr
GeistInfo
- Attackenstärke
- wis, cha
- Aktionsart
- 1 action
- PP
- 10
- Dauer
- instantaneous
- Reichweite
- self (60ft radius)
You create a horrible nightmare in the mind of any sleeping creature in a 60-foot-radius circle around you, inflicting 3d6 + MOVE ghost damage automatically. This move does not wake a sleeping creature.
Auf höheren Stufen: The damage dice roll for this move changes to 4d6 at level 5, 5d6 at level 10, and 6d6 at level 17.
Wettbewerb
Klugheit
- Ausdruck
- 1
- Störung
- 3
All Pokemon that acted before the user must make CHA Saving Throws against Intimidation/Persuasion DC.