Small Elemental, Chaotic Neutral
Armor Class 13 Natural
Hit Points 16 (4d6)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
11 (+0)
INT
6 (-2)
WIS
10 (+0)
CHA
10 (+0)
Skills Intimidation +2
Damage Immunities Fire
Senses Darkvision 30, Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Illumination. Charmander sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet Charmander moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Scary Face. One creature that Charmander can see within 60 feet must succeed on a Wisdom saving throw (DC11) or become frightened.  The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ember. Ranged Weapon Attack: +5 to hit, reach 60 ft.,one target. Hit: 8 (1d8 + 3) fire damage.

Smokescreen (Recharge 5-6). Charmander creates a 20-foot radius sphere of smoke centered on a point within 90 ft range.  The sphere spreads around corners, and is heavily obscured.  It lasts for 1d4 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. 

Reactions

Blaze. When a creature hits Charmander with a melee attack, it takes 3 (1d4) fire damage.

Description

The flame on its tail shows the strength of its life force. If it is weak, the flame also burns weakly.

FragranceMan

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