You let out a terrifying trill in attempt to scare/confuse the opposing party. DC Constitution saving throw 16. On success, this trill does nothing. On fail, the party gets disadvantage on all Attack rolls for 3 turns. If critical fail, opponents cannot take actions for 3 turns.
If used in close range on one opponent, they become deaf for 2 turns and have disadvantage on attacks.
Can only be used 3 times per short rest.
Comments