Heated Body. A creature that touches Binky or hits it with a melee attack while within 5 feet of it takes 8 (2d6) fire damage.
Sculpt Spells. You can create pockets of relative safety within the effects of your evocation spells. When you cast a spell that deals damage, it does not affect creatures Binky decides (max 5).
Multiattack. The salamander makes two attacks with Fire Ray or Tongue, or casts a spell.
Tongue. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tongue, and the salamander can’t make tongue attacks against other targets.
Spellcasting. Binky casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
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At will: guidance, light, mage armor, mage hand, prestidigitation, Burning Hands
- 2/each day: Wall of Fire, Fireball, Scorching Ray, Pyrotechnics, Shield, Absorb Elements
- 1/each day: Firestorm, Incendiary Cloud, Delayed Blast Fireball, Fire Shield, Fly, Haste, Slow
Description
Binky is a well-known pyromancer from the Southern Marshes of Faerun. He is the chieftain of the Southern Fire Newts, and Wisest among the Salamanders. He often acts as a judge and mediator for elementals.
As a pyromancer, he only learned fire magic, and thus his magic burned away evil where he went.
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