Water Susceptibility: For every 5 ft. Charizard moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Intimidate. The first creature that attacks Charizard gets in combat does so with disadvantage.
Blaze. While Charizard's hit points are equal to 28 or less, it's attacks deal an additional 14 (4d6) Fire damage.
Illumination. Charizard sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Multiattack. Charizard makes two attacks with Outrage.
Outrage. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) Bludgeoning damage and 9 (2d8) Force damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (2d12 + 4) piercing damage plus 12 (1d12) fire damage.
Flamethrower. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 32 (8d6) Fire damage.
Blast Burn (1/day). Charizard exhales fire in a 30 foot cone. Each creature in that area must make a DC 15 Dexterity Saving throw, taking 35 (10d6) Fire Damage on a failed save, or half as much on a successful one.
Combustion Blast (Recharge 5-6). RangedWeapon Attack: +1 to hit, range 25/40 ft., 1 target. Hit: 50 fire damage.
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