Iron Tail
SteelInfo
- Move Power
- str
- Move Time
- 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
A crowd favorite. No extra effects.