D&D 3.5 Monsters

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Salamander

Average Salamander
Medium Outsider (Extraplanar, Fire)
Hit Dice:
9d8+18 (58 hp)
Initiative:
+1
Speed:
20 ft. (4 squares)
Armor Class:
18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple:
+9/+11
Attack:
Spear +11 melee (1d8+3/x3 plus 1d6 fire)
Full Attack:
Spear +11/+6 melee (1d8+3/x3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire)
Space/Reach:
5 ft./5 ft. (10 ft. with tail)
Special Attacks:
Constrict 2d6+1 plus 1d6 fire, heat, improved grab
Special Qualities:
Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold
Saves:
Fort +8, Ref +7, Will +8
Abilities:
Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Skills:
Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8
Feats:
Alertness, Multiattack, Power Attack
Environment:
Elemental Plane of Fire
Organization:
Solitary, pair, or cluster (3-5)
Challenge Rating:
6
Treasure:
Standard (nonflammables only)
Alignment:
Usually evil (any)
Advancement:
8-14 HD (Medium)
Level Adjustment:
+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.

D20 System
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Copyright © 2005 by Charles Reace Charles-Reace.com

Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.

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