Medium Elemental, Neutral
Armor Class 15
Hit Points 52 (8d8 + 16)
Speed 30 ft., Climb 20 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Damage Resistances Fire
Senses Passive Perception 11
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Heliacal Ability. While in direct sunlight, the creature's attacks deal additional 1d6 fire damage. However, at the end of each of its turns spent in direct sunlight, the creature takes 1d6 fire damage as it struggles to maintain this intense energy connection with the sun. If it moves out of direct sunlight, the sunlight disappears or if its bond with the sun is interrupted via other means, this effect ends immediately.

 

Actions

Barrage of Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage plus 6 (2d6) fire damage. Additionally, the target must make a DC 14 Dexterity saving throw. On a failed save, the target catches fire, taking 2d6 fire damage at the start of each of its turns until it or another creature uses an action to extinguish the flames. Additionally, if the attacker successfully hits the target with Barrage of Talons before the target has taken its turn in combat, the target must make a DC 14 Wisdom saving throw. On a failed save, the target is incapacitated until the end of its next turn.

Minor Fire Breath. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) fire damage. On a hit, the target must make a DC 13 Dexterity saving throw. On a failed save, the target takes an additional 7 (2d6) fire damage. Additionally, the target must roll a d10. On a result of 1, a random piece of non-magical equipment in their possession catches fire. The flames cause it to emit smoke, imposing disadvantage on Stealth checks while the flames persist. At the start of each of the target's turns, roll another d10. On a result of 1, the flames persist, causing the equipment to continue emitting smoke and potentially causing it to be destroyed, on DM's discretion.

Description

Fire salamanders are lizard-like creatures that thrive off of their connection with the sun. Fierce and mistrusting, they are hardly ever tamed, as their outbursts tend to be unpredictable and destructive. The only thing they are truly able to enjoy in peace is the sun's rays, which bring them comfort and tranquility, but sadly not complete protection. An unfortunate example of this notion is the charred fire salamander variety - instead of the vibrant black, orange and red hues fire salamanders are known for, charred ones are covered in a thick, coal-like gray crust due to having been burned via magical means before. They maintain their ferocity and a limited command of fire magic; however, contact with the sun now harms them as much as it helps them.

Monster Tags: Elemental

Habitat: Desert

TheSlayersDnd

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