AC 15 (natural armor)
HP 136 (16d12 + 32; bloodied 68)
Speed 30 ft.
Proficiency +3; Maneuver DC 15
Saving Throws Con +5, Wis +3
Damage Resistances damage from nonmagical weapons
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Heated Body. A creature that starts its turn grappled by the salamander, touches it, or hits it with a melee attack while within 5 feet takes 7 (2d6) fire damage. A creature can take this damage only once per turn. If the salamander has taken cold damage since the end of its last turn, this trait doesn’t function.
ACTIONS
Multiattack. The salamander makes a tail attack and a pike attack.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage, the target is subjected to the salamander’s Heated Body trait, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , the salamander automatically hits the target with its tail attack, and the salamander can’t attack a different target with its tail.
Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) fire damage.
Fire Breath. The salamander exhales fire in a 30-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.
Combat
The salamander attacks the same opponent with its tail and pike. It retreats if it takes cold damage while bloodied . Salamanders move about the battlefield without regard for opportunity attacks, trusting their heated bodies to punish foes.
Names
Olm, Redmane, Sear, Xif
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 Snake-like beings from the Elemental Plane of Fire, salamanders become destructive when summoned to the Material Plane.
DC 15 The bodies of salamanders glow red-hot. Their slightest touch can melt mortal flesh.
DC 20 Salamander young are called nymphs. They are smaller and less intelligent than full-grown salamanders, but still dangerous.
Salamanders grow larger and more powerful as they age. The largest demand subservience from those smaller than themselves.
1 Guarding a location or heating a forge for its efreet or mortal summoner
2 Forging; using its hands to draw molten metal from rock
3 Passing through a blazing fire or magma pool that serves as a gate to the Plane of Fire; may be fleeing from an azer hunting party
4 Searching for metal to bargain for, steal, or take by force
1 The air is hot and dry and smells like smoke
2 A sulfur smell
3 Charred underbrush, furniture, or other flammable items
4 A trail of ash
Salamanders hail from the Elemental Plane of Fire but can sometimes be found in volcanoes or underground on the Material Plane. They serve summoners as guards or are bound to magical forges.
CR 0–2 1 or 2 salamander nymphs
CR 5–10 salamander ; salamander with 1 or 2 magmins or salamander nymphs
Treasure masterwork brass hooded lantern that resembles an efreet fortress (750 gp), 2 potions of diminution , wand of magic detection
CR 11–16 2 salamanders ; salamander with 2 or 3 hell hounds
Treasure 50 brass tokens (each worth 100 gp to efreet), 2 potions of fire giant strength , bracelet made of red-hot iron (acts as ring of fire resistance )
CR 17–22 salamander noble with 2 fire elementals or salamanders
Treasure 3 rubies, efreeti bottle
Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.