Illumination. Charmeleon 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 1d4 cold damage.
Ember. Ranged Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 12 (1d12 + 3) fire damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 4) piercing damage plus 5 (1d8) fire damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 32 (8d6) 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.
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