AC 14 (natural armor)
HP 27 (5d8 + 5; bloodied 13)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages understands Ignan but can’t speak
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 3 (1d6) fire damage. A creature can take this damage only once per turn. If the salamander has taken cold damage since its last turn, this trait doesn’t function.
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is subjected to the salamander’s Heated Body trait.
The salamander attacks the same opponent with its tail. 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.
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.
Salamander nymphs resemble snakes made of living fire. They live and hunt independently, with full-grown salamanders treating them more like pets than offspring.
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.