Charizard (5e Creature)
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Medium elemental, chaotic neutral
Saving Throws Str +8, Con +8
Blaze. When the charizard is at 34 or lower Hit Points, it loses its vulnerability to cold damage, and all of its attacks deal 4 (1d8) extra fire damage.
Solar Power. While in sunlight, the charizard has advantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The charizard makes two attacks: one with its Fire Fang, and one with its Slash.
Fire Fang. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and 12 (2d6 + 5) fire damage.
Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 5) slashing damage.
Blast Burn (Recharge 4-6). The charizard breathes out flame in a 20-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
Charizards are powerful, winged elementals with the ability to breathe fire. Charizards typically live on their own, but a Charizard may be willing to aid a particularly powerful creature or adventurer. However, if someone weak attempts to control a Charizard, they will quickly find themselves on the receiving end of one of the Charizard's deadly fire attacks. Charizards lay eggs to reproduce, and a young Charizard, called a Charmander, appears more like a lizard, and does not have fully grown wings.
False Dragons.While Charizards look similar to dragons, they are actually creatures of elemental fire. They cannot speak Draconic, and are able to use their flaming breath much more effectively then even a red or golden dragon. Charizards also care little for treasure or hoards, and are less intelligent than most dragons.