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Salamander




Salamander

Flamebrother Salamander Average Salamander Noble Salamander
Size/Type: Small Outsider (Extraplanar, Fire) Medium Outsider (Extraplanar, Fire) Large Outsider (Extraplanar, Fire)
Hit Dice: 4d8+8 (26 hp) 9d8+18 (58 hp) 15d8+45 (112 hp)
Initiative: +1 +1 +1
Speed: 20 ft. (4 squares) 20 ft. (4 squares) 20 ft. (4 squares)
Armor Class: 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18 18 (+1 Dex, +7 natural), touch 11, flat-footed 17 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +4/+1 +9/+11 +15/+25
Attack: Spear +6 melee (1d6+1/×3 plus 1d6 fire) Spear +11 melee (1d8+3/×3 plus 1d6 fire) +3 longspear +23 melee (1d8+9/×3 plus 1d8 fire)
Full Attack: Spear +6 melee (1d6+1/×3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire) Spear +11/+6 melee (1d8+3/×3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire) +3 longspear +23/+18/+13 melee (1d8+9/×3 plus 1d8 fire) and tail slap +21 melee (2d8+3 plus 1d8 fire)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. (10 ft. with tail) 10 ft./10 ft. (20 ft. with tail or longspear)
Special Attacks: Constrict 1d4 plus 1d6 fire, heat, improved grab Constrict 2d6+1 plus 1d6 fire, heat, improved grab Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to fire, vulnerability to cold Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold
Saves: Fort +6, Ref +5, Will +6 Fort +8, Ref +7, Will +8 Fort +12, Ref +10, Will +11
Abilities: Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13 Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13 Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15
Skills: Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11 Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8 Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13
Feats: Alertness, Multiattack Alertness, Multiattack, Power Attack Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])
Environment: Elemental Plane of Fire Elemental Plane of Fire Elemental Plane of Fire
Organization: Solitary, pair, or cluster (3-5) Solitary, pair, or cluster (3-5) Solitary, pair, or noble party (9-14)
Challenge Rating: 3 6 10
Treasure: Standard (nonflammables only) Standard (nonflammables only) Double standard (nonflammables only) and +3 longspear
Alignment: Usually evil (any) Usually evil (any) Usually evil (any)
Advancement: 4-6 HD (Small) 8-14 HD (Medium) 16-21 HD (Large); 22-45 HD (Huge)
Level Adjustment: +4 +5

Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.

Combat

If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Constrict (Ex)

A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.

Heat (Ex)

A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat.

Improved Grab (Ex)

To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spell-Like Abilities

(Noble salamanders only) 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day—dispel magic, summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based.

Skills

Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.

Feats

Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.