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.
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
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Coming Soon
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