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.
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.
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.
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