Large Elemental, Typically Neutral
Armor Class 28 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 10 ft., Burrow 10 ft.
STR
21 (+5)
DEX
8 (-1)
CON
17 (+3)
INT
9 (-1)
WIS
16 (+3)
CHA
5 (-3)
Saving Throws STR +10, CON +8
Skills Intimidation +7
Damage Vulnerabilities Fire
Damage Resistances Cold, Psychic; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 13
Languages Terran
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Broken Pride. If a creature is able to knock the Iron Salamander prone, it can attempt a Charisma (Intimidation) check as a bonus action contested by the Iron Salamander’s Wisdom saving throw. If the Iron Salamander loses the contest, it will admit defeat and no longer be hostile unless its opponents behave in a hostile manner after it has conceded. If they do so, the Iron Salamander will never submit to those opponents again.

Meltable Armor. If the salamander takes 15 or more fire damage in a single turn, its scales begin to melt, giving it a cumulative -4 penalty to its AC. This cannot decrease its AC below 12. It regrows any melted scales after completing a Short or Long Rest.

Siege Monster. The salamander deals double damage to objects and structures.

Sturdy (Recharges after a Short or Long Rest). If the salamander would be reduced to 0 hit points, its current hit point total instead resets to 100 hit points and it receives the following benefits for one hour:

  • Its Strength score increases to 24 (+7), which increases the saving throw of its Tail attack to 20 and gives it a +2 bonus to its attack and damage rolls (included in its Mythic actions).
  • Its Wisdom score increases to 18, which increases its Passive Perception to 14.
  • Its Armor Class increases to 32, even if it had been previously reduced by its Meltable Armor trait (though it can be reduced again after this increase).
  • When it takes damage from a type it is vulnerable to, it multiplied the damage by only 1.5 instead of 2.
  • It can use the options in the "Mythic Actions" section.

Award a party an additional 10,000 XP (20,000 XP total) for defeating the salamander after its Sturdy ability activates.

Actions

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

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Headbutt. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone. 

Legendary Actions

The salamander can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The salamander regains spent legendary actions at the start of its turn.

Dash. The salamander moves up to twice its speed.

Gnash and Slash. The salamander makes one Bite attack or Claws attack.

Smash and Bash (Costs 2 Actions). The salamander makes one Headbutt attack or one Tail attack.

Mythic Actions

If the salamander’s Sturdy trait has activated in the last hour, it can use the options below as legendary actions.

Crunch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage and the target must succeed on a DC 20 Strength saving throw or take 3 (1d6) necrotic damage and become grappled. If the target fails the save by 5 or more, and is wearing armor made out of a hard material such as metal, the armor cracks and takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.

Dragon Claw. The salamander makes two attacks with its Claws. If the target of one of these attacks is a dragon, the attack deals an additional 10 (3d6) slashing damage to the target.

Head Smash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 30 (3d8 + 17) bludgeoning damage and the salamander takes damage equal to half the damage dealt.

Iron Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 24 (2d6 + 17) bludgeoning damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target fails the save by 5 or more, and is wearing armor made out of a hard material such as metal, the armor cracks and takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.

Description

Cousins to the fiery Salamanders of the Sea of Ash and the Frost Salamanders of the Frostfell, these hulking bipedal brutes make their homes in deep caverns in both the Plane of Earth and the Material Plane. Iron Salamanders are typically solitary creatures, only being found in groups during their brief mating seasons and when a mother is caring for her young. Their rock-hard skin acts as natural armor which is augmented further by their metallic scales.

Iron Salamanders are extremely proud and territorial creatures and will attempt to intimidate any trespassers. Much like a Xorn, an Iron Salamander consumes minerals and it prizes gems and precious metals as delicacies. If presented with a suitable offering, it may grant creatures passage through its territory. If a creature does not retreat or present an offering, the Iron Salamander is likely to attack until the creature backs down or the creature forces the Iron Salamander to back down.

Four weeks after being laid, an Iron Salamander hatches from its egg as a nymph heavily dependent on its mother’s care. When it reaches 32 years of age, it instinctively burrows into the ground and undergoes a metamorphosis with the soil and rock around it acting as a natural cocoon. One week later, it emerges, resembling a smaller quadrupedal version of its mother. Its mother will spend the next two years teaching it how to fend for itself. After this, the young salamander will leave its mother’s territory to seek out its own. At age 42, it is fully grown and will typically live to be 95-100 years old if it survived long enough to  reach this stage. Female Iron Salamanders typically lay 1-2 eggs every 5 years with their first chance at 35 years old and their last chance at 55 years old, and are fiercely protective of each and every egg and offspring.

Due to their prideful and territorial natures, Iron Salamanders typically come into conflict when they meet outside of a mating season but a mother and offspring will recognize each other even after decades apart and if one intrudes on the other’s territory, they are typically able to resolve the matter without violence.

Habitat: Underdark

Newb_DM

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