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Salamander Noble

Challenge
str
18
dex
14
con
14
int
10
wis
10
cha
12

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.

Description

Salamanders grow larger and more powerful as they age. The largest demand subservience from those smaller than themselves.

Behavior

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

Signs

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

Encounters

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

Monster Type Description

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.