Large Aberration, Typically Chaotic Evil
Armor Class 16 (Natural armor)
Hit Points 126 (12d10 + 60)
Speed 40 ft., Swim 30 ft., Climb 10 ft.
STR
18 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
9 (-1)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws CON +8
Skills Perception +7
Damage Resistances Bludgeoning, Cold, Fire
Condition Immunities Blinded, Charmed, Petrified
Senses Blindsight 375 feet (blind beyond this radius), Passive Perception 17
Languages Telepathy 45 feet (The Astral Salamander's telepathy is garbled and requires a DC 18 Insight check to understand.)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Hibernatative Regeneration.While the Astral Salamander is incapacitated, it regains 1 hit point at the start of each of its turns.

Unusual nature. The Astral Salamander doesn't need air.

Actions

Multiattack. The Salamander makes a Buzz-saw head attack and a tail attack or two Pincer attacks and a Tail attack.

Buzz-Saw Head. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 14(3d6 + 4) slashing damage and 7(2d6) psychic damage.

Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is grappled (escape DC 15). The Astral salamander has two pincers, each of which can grapple 1 target.

Tail.Melee weapon attack:+7 to hit, reach 10 feet, 1 target.Hit: 10 (1d12+4) bludgeoning damage and 3 (1d6) piercing damage and the target is grappled (escape DC 15) and the Astral Salamander can't use its tail on other targets until this grapple ends. A creature grappled by the tail takes 4 (1d8) acid damage at the start of each of its turns.

Description

     Astral Salamanders swim through the astral plane, feeding on any creature unlucky enough to cross their path. They sometimes land on a large asteroid and set up a lair there but they usually move on if nothing edible arrives in about a week. These strange creatures feed through thermal holes on their tails, which secrete a substance that liquifies any creature in contact with it, allowing prey to be easily slurped up. Though these creatures can speak through a form of telepathy, it is very hard to understand and just sounds like gurgling, roaring, and static to most creatures.

     Astral salamanders lay slimy, greenish eggs that are usually tucked away out of sight of predators. The eggs feed on magical or psychic energy, so the engines of elemental ships or spell jamming ships, as well as magical power plants, are common choices. In rare cases they will even lay their eggs on the skin of titanic living creatures to feed off of their psychic energy. The eggs hatch in 6d6 days into Astral Salamander Tadpoles, which mature into adults in 2d4 months.

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2/28/2024 3:17:53 AM
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Tywyllwch64

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