12
10 (3d6)
walk 30 ft., fly 10 ft.
arcana +4, perception +0
darkvision 60 ft.
Common, Draconic
1/4
+2
Myla can cast detect magic, requiring no spell components and using Intelligence as the spellcasting ability.
Myla has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
While in sunlight, Myla has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Myla unleashes fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed saving throw, or half as much damage on a successful one.