Large Elemental, Neutral Evil
Armor Class 17 Natural armor
Hit Points 174 (17d12 + 64)
Speed 60 ft., burrow 40 ft., climb 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
12 (+1)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws CON +8, WIS +4
Skills Perception +4
Damage Immunities Acid
Senses Darkvision 60ft, Tremorsense 60ft, Passive Perception 14
Languages Primordial, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Multiattack. The salamander makes six attacks: four with its claws, one with its tail, and one with its bite.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 14). 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.

Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) acid damage.

Acid Breath (Recharge 5-6). The salamander exhales acid in a 60-foot line. Each creature in that area must make a DC 17 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much damage on a successful one.

Description

These creatures are very large versions of the common amphibious salamander but have six legs and a large growth on their tails used to bash opponents. They can be just about any color and have lighter highlights.

Previous Versions

Name Date Modified Views Adds Version Actions
1/17/2019 8:34:04 AM
27
1
A
Coming Soon

Environment: Underdark

SwordOrSorcery

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