| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 13 | +1 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 16 | +3 | +3 |
| CHA | 10 | +0 | +2 |
Solar Power. If the charmeleon is directly exposed to Bright Sunlight, creatures makes their saving throws against effects it creates with Disadvantage, and it has Advantage on attack rolls. If the charmeleon ends its turn directly exposed to bright Sunlight, it takes 4 (1d8) Fire damage.
Water Susceptibility. The tip of the charmeleon's tail is constantly on fire, a reflection of its life force. The charmeleon takes 7 (2d6) Cold damage for every 5 feet the it moves in water with its tail underwater, or for every gallon of water splashed on its tail (AC 16).
Illumination. The charmeleon sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Fiery Rend. Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 9 (2d6 + 2) Slashing damage and 7 (2d6 + 2) Fire damage, or 13 (2d10 + 2) Fire damage if the charmeleon is Bloodied.
Ember. Ranged Spell Attack : +4 to hit, range 90 ft., 1 target. Hit : 12 (3d6 + 2) Fire damage, or 18 (3d10 + 2) Fire damage if the charmeleon is Bloodied.
Fire Breath (Recharge 5-6). Dexterity Saving Throw, DC 12, each creature in a 30-foot Cone, Failure : 21 (6d6) Fire damage. Success : Half damage.
Description
CR 1/2 : DCR 0 - OCR 2
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