Small Dragon, Neutral
Armor Class 12 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 40 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
14 (+2)
Damage Vulnerabilities Cold
Damage Resistances Fire
Senses Passive Perception 10
Languages understands but cannot speak Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Illuminate. Charmander sheds light in a 20-foot radius and dim light for an additional 20 feet at all times.

Living Fire.  Whenever Charmander comes in contact with water, it must make a DC 12 Constitution saving throw.  If it fails, it takes 1d6 cold damage. Charmander must repeat the save every round.  If this damage reduces it to 0 hit points, Charmander's tail flame is extinguished and the creature dies immediately.

Actions

 

Scratch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage.

Ember. Ranged Spell Attack: +4 to hit, range 120 ft., one target.  Hit: 1d10 fire damage.

Description

This small, lizard-like creature has an ever-burning flame at the tip of its tail.  Legend states that if this flame ever goes out, the creature will die.  Many explorers and warriors seek these monsters out to test themselves, or to tame the beast to become a reliable companion.

Previous Versions

Name Date Modified Views Adds Version Actions
6/17/2024 12:47:26 AM
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phudnuggets

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