|Editing:||Spelling and Grammar only|
|Size/Type:||Small Magical Beast (Fire)|
|Hit Dice:||7d10 (39 hp)|
|Initiative:||+3 (+3 Dex)|
|Armor Class:||18 (+1 size, +4 natural, +3 Dex), touch 14, flat-footed 15|
|Attack:||Claw +11 (1d4+3/18-20)|
|Full Attack:||Claws +11/+6 melee (1d4+3/19-20) and Bite +6 melee (1d4+2)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Flamethrower, slash|
|Saves:||Fort +5, Ref +8, Will +2|
|Abilities:||Str 16, Dex 16, Con 11, Int 9, Wis 10, Cha 16|
|Skills:||Craft (Blacksmithing) +12, Balance +12, Intimidate +13, Escape Artist +12|
|Feats:||Dodge, Improved Trip|
|Advancement:||8-11 HD (Small), 12-15 HD (Medium)|
This red-scaled lizard walks toward you on two legs, as it makes threatening gestures with its foreclaws. A plume of smoke flares from its nostrils as it glowers menacingly.
Flamethrower (Su): Charmeleons have stronger breath weapons than their younger cousins. A Charmeleon's flamethrower attack strikes in a 20-ft. line or 10-ft. cone and deals 1d6 fire damage per HD (maximum 10d6). Creatures in the area may halve the damage on a successful Reflex save, DC 10 + Charmeleon's Charisma modifier + ½ Charmeleon's Hit Dice. Charmeleon may not use Flamethrower for 1d4+1 rounds after having used it. The Sample Charmeleon's Flamethrower attack inflicts 7d6 fire damage with a save DC of 16.
Slash: A Charmeleon’s claws are considered to have a threat range of 18-20, and penetrate DR as though they were magic weapons.
Skills: Charmeleons get a +2 Racial bonus to Craft checks that involve metal.
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