Armor Class
13
Natural Armor
Hit Points
33
(6d6 + 12)
Speed
30 ft.
STR
8
(-1)
DEX
15
(+2)
CON
14
(+2)
INT
6
(-2)
WIS
10
(+0)
CHA
8
(-1)
Skills
Perception +2, Stealth +4
Damage Vulnerabilities
Cold
Damage Resistances
Fire
Senses
Darkvision 60, Passive Perception 10
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Flame Tail. Charmander’s tail burns with magical flame. If the flame is extinguished (such as by magical cold or being submerged for more than 1 round), Charmander has disadvantage on attacks until the flame reignites.
Heated Body. A creature that grapples Charmander takes 3 (1d6) fire damage at the start of its turn.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage.
Ember (Recharge 5–6). Ranged Spell Attack: +4 to hit, range 30 ft. Hit: 10 (3d6) fire damage.
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