Kowtow Cleave

dark
Move Power
str, cha
Move Time
1 action
PP
5
Duration
instantaneous
Range
melee

You slash your opponent after kowtowing so they let down their guard. The target must make a CHA save against your Move DC. On failure, the target takes 2d6 + MOVE dark damage, or half that damage on a successful save.

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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