Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 13 (4d6) fire damage.
Magic Beings. The salamander's attacks count as magical for the purpose of overcoming resistances.
Multiattack. The salamander makes three attacks: two with its claw and one with its tail
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 7) piercing damage plus 7 (2d6) fire damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 10 (3d6) fire damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.
Fire Breath (Recharge 5-6). The Clockwork Salamander exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much on a successful one.
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