Illumination. Charmeleon sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet Charmeleon moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Multiattack. Charmeleon makes three attacks: one with its claws and one with its bite or tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 2) piercing damage plus 5 (1d8) fire damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) slashing damage
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 2) fire damage.
Flamethrower (Recharge 5-6). Charmeleon exhales fire in a 30-foot cone. Each creature in that area must make a DC17 Dexterity saving throw, taking 40 (10d6) fire damage on a failed save, or half as much damage on a successful one.
Blaze. When a creature hits Charmeleon with a melee attack, it takes 5 (1d8) fire damage.
Description
It has a barbaric nature. In battle, it whips its fiery tail around and slashes away with sharp claws.
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