You jab a creature you can see within range with a sharp horn or beak. Make a Physical attack roll. On hit, you deal 1d6 Flying damage.
Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You slam a creature you can see within range twice with your wings. Make a two separate Physical attack rolls for each strike. On a hit, the target takes 1d6 Flying damage per hit.
You confound a creature you can see within range with speed, then strike. The target takes 1d6 Flying damage.
You confound a creature you can see within range with speed, then strike. The target takes 1d6 Flying damage.
You confound a creature you can see within range with speed, then strike. The target takes 1d6 Flying damage.
You confound a creature you can see within range with speed, then strike. The target takes 1d6 Flying damage.
You launch razor-like whips of wind at a creature, or two creatures within 5 feet of each other, you can see within range. Make a Special attack roll. On a hit, each target takes 1d8 Flying damage. This move scores a critical hit on a natural roll of 19 or 20.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 2.
You peck at a creature you can see within range. Make a Finesse attack roll. On a hit, the target takes 2d6 Flying damage and if it is holding a berry, you eat it and gain it's effects.
Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 2.
You attack with a blade of air that slices even the sky. Make a Special attack roll against a creature you can see within range. On a hit, the target takes 2d8 Flying-type damage. This also stuns the target on a natural roll of 15+.
Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.
You cover your opponent with a mass of down. Choose a creature within you can see within range to make a Speed/Dexterity saving throw. On a failed save, the target has it's Attack reduced by 2 stages.
You cover your opponent with a mass of down. Choose a creature within you can see within range to make a Speed/Dexterity saving throw. On a failed save, the target has it's Attack reduced by 2 stages.
You tuck your wings in close and charge from a low altitude. All creatures within range must make a Defense/Constitution saving throw. Each creature takes 12d8 Flying damage on a failed save, or half as much damage on a successful one. Additionally, you expend 4 hit dice as recoil damage.