Small Elemental, Chaotic Neutral
Armor Class 16 Natural
Hit Points 66 (11d8 + 11)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +7, CHA +4
Skills Intimidation +4
Damage Immunities Fire
Senses Darkvision 30, Passive Perception 10
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Reactions

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.

FragranceMan

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