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Habitat: Planar (Elemental Plane of Fire), Underdark; Treasure: Armaments

Most salamanders are arrogant yet curious, seeking to create artful blazes or burn that which has never been burned. They eagerly explain their work to strangers before trying to determine how the strangers burn. Salamanders radiate intense heat, which is conducted by their blazing weapons.


Salamander

Salamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels—ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can’t endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.

Salamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.

The salamanders of the Elemental Plane of Fire delight in meeting visitors from other realms. For them, every stranger is a potential addition to their fiery artistry. Don’t fall for their flattery, no matter how beautifully they say you’ll burn.
—Filiag Highthumbs, Planes and Travel

Traits

Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage.

Actions

Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict.

Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamander’s hand immediately after a ranged attack.

Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.


Salamander

Large Elemental, Neutral Evil
  • Armor Class 15
  • Hit Points 90 (12d10 + 24)
  • Speed 30 ft., Climb 30 ft.
  • Initiative +2 (12)
STR
18 (4)
DEX
14 (2)
CON
15 (2)
INT
11 (0)
WIS
10 (0)
CHA
12 (1)
  • Saving Throws Str +4, Dex +2, Con +2, Int +0, Wis +0, Cha +1
  • Vulnerabilities Cold
  • Damage Immunities Fire
  • Senses Darkvision 60 ft, passive Perception 10
  • Languages Primordial (Ignan)
  • Challenge 5 (1800 XP)
  • Habitat Planar (Elemental Plane of Fire), Underdark
  • Treasure Armaments
  • Fire Aura. At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (or [[2d6]] (2d6)) Fire damage.

Actions


  • Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict.
  • Flame Spear (Melee). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) Piercing damage plus (2d6)Fire damage.
  • Flame Spear (Ranged). Ranged Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: (2d8 + 4) Piercing damage plus (2d6)Fire damage. *Hit or Miss:* The spear magically returns to the salamander's hand immediately.
  • Constrict. *Strength Saving Throw:* DC 15, one Large or smaller creature the salamander can see within 10 feet. *Failure:* 11 (or [[2d6 + 4]] (2d6 + 4)) Bludgeoning damage plus 7 (or [[2d6]] (2d6)) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
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