Large Elemental (Devil), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 102 (12d10 + 36)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
13 (+1)
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Passive Perception 10
Languages Ignan, Infernal
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.

Heated Weapons. Any metal melee weapon the salamander wields deals an extra 7 (2d6) fire damage on a hit (included in the attack).

Actions

Multiattack. The salamander makes two attacks: one with its spear and one with its tail.

Hellfire Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. A creature killed by this damage rises as a lemure from the River Styx in Avernus 1d4 hours later.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire 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.

Spit Hellfire (Recharge 5-6). The salamander spits a ball of fire at a space it can see within 30 feet of it. Each creature within 5 feet of the space must make a DC 14 Dexterity saving throw taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. A creature killed by this damage rises as a lemure from the River Styx in Avernus 1d4 hours later.

Description

Much like the Elemental Plane of Fire, Avernus, the first layer of hell, is home to all manner of creatures that are born from flame and fury. Much like the Sea of Ash, Avernus too is home to slithering salamanders that twist and coil their way across the blasted wasteland. Born from hellfire, the very nature of Avernus burns within them as a desire to conquer all, making them easy recruits to the Blood War, as well as a searing heat that dares to burn anything not native to their hellish homeland.

Fiery Fiends. Hellfire runs through these fiendish elementals like blood through mortals and due to this each one has a burning desire to outdo their companions in any way possible to gain more power. This desire leads to many salamanders being recruited into the Infernal Legions with promises of the power they seek. Powerful salamanders that find victory among the infernal ranks may be promoted by greater devils granting them boons and giving them an even more fiendish appearance to match the company they work for.

Infernal Forges. The fiendish fires that fuel these salamanders burn so hotly they threaten to scorch the skin of any that get too close. This heat is so palpable that it can be felt through the weapons they wield and makes them able to melt and shape metal with their bare hands. Unlike their cousins from the elemental planes, these salamanders are able to directly infuse hellfire into the weapons they craft with their hands making them highly sought out as smiths for the infernal armies fighting in the Blood War. Mahadi, the operator of the Wandering Emporium, is always on the lookout for a salamander down on their luck, looking for a chance to trick them into employment at the Firesnake Forge.

EchoVG

Comments

Posts Quoted:
Reply
Clear All Quotes