Someone requested that we release the evolutions for Charmander as soon as possible, so I present Charmeleon. The evolved form of Charmander is a great deal more powerful, but that power comes at a price. Charmeleon won’t obey commands from a trainer that it doesn’t respect, and will run wild if it isn’t raised well.
Small beast, neutral
Armor Class 16
Hit Points 72
Speed 35 ft.
Str 15 (+2) Dex 15 (+2) Con 14 (+2) Int 10 (+0) Wis 10 (+0) Cha 14 (+1)
Damage Resistance ice, fire
Skills Athletics +6
Senses Passive Perception 12
Languages Pokemon, understands Common but can’t speak
Challenge 7 (2,900 XP)
Evolution. After gaining 25,000 XP Charmeleon evolves into Charizard.
Fire-type. Charmeleon can produce a flame at will capable of lighting a bonfire. Charmeleon has resistance to the effects of cold, and gains advantage of saving throws from ice-type attacks. Charmeleon has disadvantage on attack rolls made in the rain, and its flamethrower only deals half damage.
Pokemon. Charmeleon can be captured in a Pokeball, from that point on it will act as a companion to its new trainer.
Tail Flame. The flame on the end of Charmeleon’s tail is a sign of how healthy it is. A strong flame suggests it is physically well, while a dim flame usually indicates injury or sickness. If the flame on Charmeleon’s tail is extinguished it is reduce to 0 HP and must being making death saving throws. The flame is magical in nature and is difficult to extinguish. Simply trying to douse the flame or extinguish it by hand will not be effective. However, if exposed directly to water for more than 3 turns the flame is extinguished.
Willful. Charmeleon has advantage on Charisma saving throws. Charmelon will not obey commands from a trainer whose level is lower than its own. If used during a Pokemon battle the GM determines Charmeleon’s actions if it will not obey its trainer.
Slash: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8+3) slashing damage.
Flamethrower: Charmeleon expels a line of fire extending 45/65 ft any creatures caught in the line must make a DC 16 Dexterity saving throw. On a failed save they take 50 (6d10+5) fire damage, and 5 ongoing fire damage at the start of their next turn. On a failed save the target takes half damage on no ongoing damage.
Rage: As an action Charmeleon enters a rage. While raging it has advantage on Strength checks and Strength saving throw. Charmeleon adds its level to damage rolls. Charmeleon gains resistance to bludgeoning, piercing, and slashing damage. While raging Charmeleon cannot use flamethrower.