Draco- Shark
Type- Water / Metal
Rank- C
HP- 90
AP- 5
DP- 4
MV- fly 80 / swim 60 / run 40
DG-12
BK- 12
GR- 13
length- 15ft
wt- 3000 lbs
nature- solitary / track hunter
region- north isles / origina
Attacks-
Tail slap (water) - + 13 melee / 6 dmg + 10 ft knock back
Fly by bite (water) - + 10 melee / 20 dmg + grab (escape deal 20 dmg to it)
Wing slash (metal) - + 13 melee / 15 dmg
Surprise attack (metal) - GR DC 12 or be paralyzed in fear for 4 AP . targets must be unknowing and in water. + 8 melee bite / 15 dmg
Abilities:
wet skin (water) - needs water every six hours or takes 5 dmg - immune to fire / water / ice
conductor- (metal) - takes 2x lightning dmg
Sharp vision (metal) - never blinded or hampered vision
Components :
5 razor teeth (metal)
weapon slashing (10) C
+ 4 dmg
+ 1 hit
- 1 block
+ 2 dmg with metal weapon jutsus
Arrow (1) E
+ 2 dmg
1 Shark Skin (water)
Armor (3) C
+ 10 HP
- 2x dmg from lightning
+ 1/2 dmg from fire / ice / water
- 10 stamina
+ 10 chakra
Expendable (1) bandage D
+ heals user to full when sleeping in bandage
+ the next day they get + 1 GR all day
Trinket (2) D
+ 1/day add 1 to a roll after rolling
+ 1 on END checks
Rank- C
HP- 90
AP- 5
DP- 4
MV- fly 80 / swim 60 / run 40
DG-12
BK- 12
GR- 13
length- 15ft
wt- 3000 lbs
nature- solitary / track hunter
region- north isles / origina
Attacks-
Tail slap (water) - + 13 melee / 6 dmg + 10 ft knock back
Fly by bite (water) - + 10 melee / 20 dmg + grab (escape deal 20 dmg to it)
Wing slash (metal) - + 13 melee / 15 dmg
Surprise attack (metal) - GR DC 12 or be paralyzed in fear for 4 AP . targets must be unknowing and in water. + 8 melee bite / 15 dmg
Abilities:
wet skin (water) - needs water every six hours or takes 5 dmg - immune to fire / water / ice
conductor- (metal) - takes 2x lightning dmg
Sharp vision (metal) - never blinded or hampered vision
Components :
5 razor teeth (metal)
weapon slashing (10) C
+ 4 dmg
+ 1 hit
- 1 block
+ 2 dmg with metal weapon jutsus
Arrow (1) E
+ 2 dmg
1 Shark Skin (water)
Armor (3) C
+ 10 HP
- 2x dmg from lightning
+ 1/2 dmg from fire / ice / water
- 10 stamina
+ 10 chakra
Expendable (1) bandage D
+ heals user to full when sleeping in bandage
+ the next day they get + 1 GR all day
Trinket (2) D
+ 1/day add 1 to a roll after rolling
+ 1 on END checks