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.
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.