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Salamander

Salamander
  • Size: Large
  • Type: Elemental
  • Alignment: Neutral Evil
  • AC: 15
  • Initiative: +2 (12)
  • HP: 90(12d10+24)
  • Speed: 30 ft, Climb 30 ft.
ATTRVALMODSAVE
STR18+4+4
DEX14+2+2
CON15+2+2
INT11+0+0
WIS10+0+0
CHA12+1+1
  • Vulnerabilities: Cold
  • Immunities: Fire
  • Senses: Darkvision 60 ft.; Passive Perception 10
  • Languages: Primordial (Ignan)
  • CR: 5 (XP 1,800; PB +3)

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.

Lore & Background

Salamanders are elemental beings native to the Plane of Fire, possessing serpentine lower bodies wreathed in flames and humanoid torsos capable of crafting and wielding weapons. These creatures embody the dual nature of fire as both creator and destroyer, serving as master smiths who forge weapons of incredible quality while remaining dangerous predators in their own right. Their metalwork is legendary across the planes, sought after by collectors and warriors despite the peril of obtaining it.

In their native realm, salamanders build great forges and cities of molten rock, creating hierarchical societies based on craftsmanship and martial prowess. They view fire as the ultimate tool of transformation, capable of breaking down base materials and reshaping them into perfection. When summoned to other planes, salamanders often seek to establish similar workshops, though their presence poses obvious dangers to combustible environments.

Combat Tactics

Salamanders use their heated weapons and natural fire immunity to devastating effect in combat, preferring to engage in melee where their burning touch can repeatedly damage opponents. They coordinate their attacks to surround enemies, using their serpentine tails to constrict foes while striking with crafted weapons. Their metal weapons become superheated through their touch, dealing additional fire damage.

These creatures leverage their immunity to fire to fight in environments that would be hostile to most opponents, such as burning buildings or volcanic areas. They use their crafting abilities to create tactical advantages, heating metal objects in the environment to deny their use to enemies or creating temporary weapons from available materials.

Encounter Ideas

1. The Forge Master's Commission A powerful salamander offers to craft legendary weapons for the party in exchange for rare materials from the Material Plane. The party must gather these components while surviving the intense heat of the creature's workshop and navigating the complex negotiations around payment and specifications.

2. The Burning Workshop A salamander has established a forge in an abandoned building, slowly spreading fire throughout the structure. Local authorities need the creature removed before the blaze spreads to neighboring buildings, but the salamander's exceptional craftsmanship makes some residents reluctant to drive it away.

3. The Elemental Refugee A salamander fleeing conflict on the Plane of Fire seeks sanctuary in the material world, but its presence poses constant fire hazards. The party must help relocate the creature to a safe location while protecting it from those who would exploit its crafting abilities or simply eliminate the threat.

4. The Heated Competition Two salamanders engage in a crafting competition that threatens to burn down an entire district as they attempt to outdo each other with increasingly elaborate and dangerous projects. The party must either judge the contest or find a way to cool down the situation before disaster strikes.

Environmental Effects

  • Intense Heat: The salamander's presence raises ambient temperatures dramatically, making survival difficult for creatures without fire resistance
  • Metal Heating: All metal objects in the area become uncomfortably hot to touch and may eventually become superheated
  • Fire Spread: The creature's passage can ignite combustible materials, creating trail fires and environmental hazards
  • Smoky Atmosphere: Heat and minor fires create smoke that can obscure vision and make breathing difficult

Treasure

  • Salamander-Forged Weapons (2000-8000 gp): Masterwork weapons that retain heat properties and superior craftsmanship
  • Elemental Fire Gems (500-2000 gp): Crystals that contain concentrated fire elemental energy
  • Heat-Resistant Materials (300-1200 gp): Specially treated leathers, cloths, and metals that resist fire damage
  • Molten Gold (varies): Precious metals kept in liquid form for easy shaping and crafting
  • Forge Tools (1000-3000 gp): Specialized equipment capable of working with extreme temperatures

Plot Hooks

1. The Stolen Flame A salamander's sacred forge-fire has been extinguished by enemies, robbing it of its crafting abilities. The creature seeks champions to help recover the elemental spark needed to reignite its workshop and restore its standing in salamander society.

2. The Cooling World Climate changes or magical effects are making the material plane too cold for a resident salamander, threatening its health and abilities. The party must help the creature find a solution that doesn't involve relocating entire communities or causing environmental disasters.

3. The Arms Race Competing factions seek to employ salamanders to craft superior weapons for an upcoming conflict. The party becomes involved in the complex negotiations and security arrangements needed to protect these valuable but dangerous crafters from rival forces.

4. The Apprentice's Trial A young salamander seeks to prove its worth by crafting a legendary item, but lacks the experience to control its powers safely. The party must supervise and assist the apprentice while preventing its ambitious project from causing widespread destruction.