Huge Elemental, Typically Neutral
Armor Class 16 (natural armor)
Hit Points 224 (11d12 + 33)
Speed 40 ft.
STR
25 (+7)
DEX
12 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
9 (-1)
Damage Vulnerabilities Necrotic
Damage Immunities Cold, Fire, Poison
Condition Immunities Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 11
Languages Ignan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Frostfire Aura. At the start of each of the Salamander's turns, each creature within 10 feet of it takes 7 (2d6) cold damage, plus 7 (2d6) fire damage. A creature that touches the Salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage, plus 7 (2d6) fire damage.

Regeneration. The Salamander regains 10 hit points at the start of its turn. If the Salamander takes necrotic damage, this trait doesn’t function at the start of the Salamander's next turn. The Salamander dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The Salamander makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 9 (2d8) cold damage, plus 9 (2d8) fire damage.  If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be thrown 10 feet away from the Salamander and knocked prone.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 3 (1d6) cold damage, plus 3 (1d6) fire damage.

Glacial Blaze (Recharge 4–6). Gouts of frostfire erupt from the Salamander’s body. Each creature in a 30-foot-radius sphere centered on the Salamander must make a DC 16 Dexterity saving throw. On a failed saving throw, a creature takes 10 (6d6) fire damage, plus 10 (6d6) cold damage. On a successful save the creature takes half of the total fire damage and half of the total cold damage. 

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