Blaze. When Charmeleon has fewer than half of it's hit points remaining, its attacks deal an extra 2d4 fire damage.
Multiattack. Charmeleon makes two attacks
Slash. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 10 (2d6 + 4) slashing damage.
Flame Burst. Ranged Spell Attack: +10 to hit, range 60ft., one target. Hit: 11 (2d6 + 5) fire damage. Additionally, target and creatures within 5 ft of target must make a DC 16 Dexterity saving throw or take an additional 3 (1d6) fire damage.
Smokescreen. Range 60 ft. Creates a 20 ft radius sphere of thick smoke that lasts until the end of Charmeleon's next turn. Creatures within the sphere are considered blinded. This condition ends once creatures exit the smoke.
Flamethrower. (Recharge 6). Charmeleon exhales fire in a 30 ft cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 24 (8d6) fire damage on a failed save, or half as much damage on a successful one.
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