Salamander

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Flamebrother Salamander
Small Outsider (Extraplanar, Fire)
Average Salamander
Medium Outsider (Extraplanar, Fire)
Noble Salamander
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 +18 melee (2d8+3 plus 1d8 fire)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 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; racial bonuses Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11, Search +12, Spot +8; racial bonuses Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13; racial bonuses
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

FlamebrotherAverageNoble

This being has a muscular humanoid upper body with a hawkish face. Its body is serpentine from the waist down, and is covered in red and black scales. Flame-shaped spines sprout form the creature’s spine, arms, and head.

The Elemental Plane of Fire is home to many strange creatures, including the fearsome legions of the salamanders. These serpentine beings dwell in metal cities glowing with supernatural heat.

Salamanders are selfish and cruel, and they enjoy tormenting others. They are rarely encountered without their heated metal spears, but sometimes wield other weapons.

When summoned to the Material Plane, salamanders often assist forge workers and smiths. Their ability to work metal while it’s still in the fire makes them some of the best metalsmiths known anywhere.

Salamanders reproduce asexually, each producing a single larva every ten years and incubating the young in fire pits until they reach maturity. Flamebrothers and average salamanders are actually different species, while nobles rise from the ranks of the average.

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

Combat

Salamanders use metal spears heated red-hot by their own furnacelike bodies. Bloodthirsty and sadistic, they are quick to attack. They prefer to take on those who appear strongest first, saving weaker enemies for slower, agonizing treatment later.

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.

Salamander Society

Flamebrothers, the smallest of the salamanders, are barbaric and tribal. Often more sophisticated salamanders force their civilization upon their smaller kin. Salamander nobility make a point of traveling through the planes, learning secrets to further their power. These experienced creatures eventually return to master their own kind and raise mighty kingdoms.

In a mixed society, status is determined by size and power— flamebrothers are the lowest class and the front ranks of salamander armies. Average salamanders are the middle class and the main fighting force, while noble salamanders are commanders.

Salamander nations do their best to resist the mighty elemental lords on their plane, and they disdain the azers, efreet, and other inhabitants. They often fail, though, and are enslaved by other fiery masters or conscripted into elemental armies.

Salamander Characters

Flamebrothers have no favored class. They sometimes become adepts or warriors. Average or noble salamanders may be clerics, sorcerers, or fighters (their favored class).

Source: Monster Manual (version 3.5), page 218.