Huge Dragon (Demon), Any Evil Alignment
Armor Class 19 natural armor
Hit Points 159 (19d12 + 2)
Speed 50 ft., climb 40 ft., fly 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
15 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +5, CON +7, WIS +6, CHA +10
Skills Perception +13, Stealth +12
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 23
Languages Abyssal, Common, Draconic, Telepathy
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The Salamandra  can innately cast the following spells, requiring no material components:

1/day each: Etherealness, Blink

Regeneration. The Salamndra regains 20 hit points at the start of its turn. If the Salamandra takes radiant damage, this trait doesn't function at the start of the Salamandra's next turn. The Salamandra can only regenerate while it has hit points. This trait also doesn't function if the Salamandra is possessing a trophy.

Legendary Resistance (1/Day). If the Salamandra fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Salamandra can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the Salamandra’s choice that is within 120 feet of the Salamandra and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Salamandra’s Frightful Presence for the next 24 hours.

Abyssal Smog (Recharge 5–6). The Salamandra exhales a plume of stinking smog in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 35 (10d6) fire damage and 14 (4d6) poison damage, and becoming poisoned for 1 minute on a failed save, or half as much damage and not being poisoned on a successful one.

 

Reactions

Death Curse. When a creature reduces the Salamandra's hit points to zero it is cursed. A cursed creature gains an overwhelming desire to keep a piece of the Salamandra's body as a trophy which it will then obsess over and defend from all who would take it. The Salamandra's spirit will come to inhabit the trophy. It is fully aware of its surroundings and can choose to communicate with its host telepathically, but to all observers it appears inert and dead. Spells that detect creatures also do not reveal the Salamandra's presence but creatures that can see into the Ethereal realm can see the Salamandra's spirit following its host.

Once a day the Salamandra can whisper to its host and attempt to drive it to paranoid madness. The host creature must make a DC 18 wisdom saving throw. If it fails the creature' s wisdom score decreases by two and the Salamndra's spirit regains 50 hit points. Additionally the creature must roll on the Long-Term Madness table in the Dungeon Masters Guide.

If the Salamandra's spirit has at least 100 hit points it can choose to instantly regrow its body, appearing within five feet of the trophy from which it grows. Another creature can end the curse by targeting the host with Remove  Curse or Greater Restoration. The Salamandra can attempt to negate the spell by making a Charisma saving throw against the casters Spell save DC. On a success the spell fails and the host cannot be targeted with that spell until it has taken a long rest.

Destroying the trophy or separating it from the host for more than 3 days ends the curse early. if the curse is lifted the Salamandra is destroyed. The effects of the curse vanish one hour after the curse is lifted.

Description

As creatures of great magical power, the various planes of existence have a profound affect on the bodies of dragons, empowering or weakening them depending on the planes nature. This is especially true in the case of the abyss. A dragon unfortunate enough to be trapped in the infinite pit may find itself warped by its demonic forces and degenerate into a depraved, slavering, insane shadow of its former self. Referred to as a Salamandra, these aggressive beasts stalk the planes eager to avenge themselves on an uncaring universe that so cruelly reduced them to this pitiful state by ruining the lives of innocent creatures.

Technically, any dragon can become a Salamandra but in most cases Chromatic Dragons are more inclined to descend into the depths of their own depravity and soak in the demonic powers of the abyss. The transformation is a gradual process. As the dragons mind deteriorates its body begins to degrade as well. The dragon loses muscle and its body becomes sinewy. Its wings become weaker as the beast prefers to scrounge for food on the ground like and animal. Shed scales may not regrow uniformly and can leave its hide hideously gnarled with painfully warped scale growths. The transformation is complete when a black foam starts building at the corners of the creatures mouth.

Despite its haggard appearance the Salamandra has been imbued with a demonic hardiness, that allows it to somewhat ignore pain and even heal its own body. This power is further displayed by its maddening death curse turning its own draconic greed on whatever creature may slay it. Its host is then driven mad with paranoia while the Salamandra feeds on its delusions and hysteria before re-birthing itself and taking its bloody revenge.

Monster Tags: Demon

Habitat: DesertMountainUnderdark

Yakupoh

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