Flare-up. If the charcoal lizard is at 3 or less hit points, it can use two attacks per turn at will.
Glowing Coal. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) fire damage. On a successful hit, the target must make a DC 11 Constitution saving throw. On a failed save, the target takes an additional 2 (1d4) fire damage at the start of each of its turns for 1 minute as it continues to burn. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target or a creature within 5 feet of it uses an action to douse the flames, the effect ends.
Minor Fire Breath. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) fire damage. On a hit, the target must make a DC 11 Dexterity saving throw. On a failed save, the target takes an additional 2 (1d4) fire damage. Additionally, the target must roll a d10. On a result of 1, a random piece of non-magical equipment in their possession catches fire. The flames cause it to emit smoke, imposing disadvantage on Stealth checks while the flames persist. At the start of each of the target's turns, roll another d10. On a result of 1, the flames persist, causing the equipment to continue emitting smoke and potentially causing it to be destroyed, on DM's discretion.
Description
These unassuming gray critters are frequently found in volcanoes, in active forest fire zones or near red dragon lairs. Having perfected their mimicry to blend in with the charred remains of an inferno, they pack quite the fiery punch themselves and can spell an unprepared adventurer's doom if they manage to catch one off-guard. Their fire breathing, mimicking dragon breaths of their far larger counterparts, often scares newer travelers into thinking their equipment is burning down; in practice, however, a charcoal lizard is rarely capable of such damage.
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