Fire Form. The salamander can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the salamander or hits it with a melee attack while with in 5 feet of it takes 10 (3d6) fire damage. In addition, the salamander can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 10 (3d6) fire damage and catches fire; until a creature takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Fiery Nature. The salamander's elemental subtype is fire.
Flame Wake. If the salamander moves across the ground on its turn, it leave an area of flames in its path that lasts until the end of its next turn. The path of fire is as wide as the salamander's space and reaches 10 feet high. When a creature enters the fire area for the first time on a turn or starts its turn within the area, it takes 10 (3d6) fire damage.
Illumination. The salamander sheds bright light in a 40-foot radius and dim light in an additional 40 feet.
Water Susceptibility. For every 5 feet the salamander moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Multiattack. The salamander makes three flame spray attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 16 (3d10) fire damage, and the target must make a DC 17 Constitution saving throw. On a failed save, the target takes 21 (6d6) fire damage and it is poisoned until the end of its next turn. On a success, it takes half as much damage and isn't poisoned. If the target is a creature or a flammable object, it also ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the end of each of its turns.
Flame Spray. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 21 (6d6) fire damage.
Inferno Blast (Recharge 4–6). The salamander belches out a ball of flame that hurtles toward a location within 150 feet and explodes into a 15-foot radius sphere of flame. Each creature in the area must make a DC 17 Dexterity saving throw. A creature takes 31 (9d6) fire damage on a failed save, or half as much damage on a success. The blast ignites any flammable objects in the area that aren't being worn or carried.
Description
A salamander is a particular kind of fire elemental that hatches from eggs, spending the early portion of its life as an elemental serpent called a fire snake. Salamander civilization lives under the yoke of slavery. Their masters are the genies of flame, the efreeti, who rely on the fiery snake-people as smiths, artisans, and soldiers.
The strongest and warmest salamander eggs are taken by their efreeti masters before they can hatch. To begin, they slay a fire elemental with potent magic, condensing its essence into a primordial flame. This special flame is implanted in the egg through an ancient elemental ritual that bonds this fire to the fire snake waiting to emerge from the egg. The egg grows larger and larger, beyond a salamander egg's usual size, until it becomes dormant. Finally, the efreeti gather these primordial eggs atop the caldera of an active volcano, using their magic to hasten its eruption. The volcanic eruption triggers the clutch of eggs to hatch in unison, revealing a group of primordial salamanders made entirely of flame.
Fiery Serpent. A primordial salamander resembles a huge fire elemental shaped into a massive serpent made of flame that resembles a gigantic fire snake. Primordial salamanders are born fully grown, with the intelligence of a fire snake, acting more like a smart animal than a humanoid. They are willful and sadistic as a result of the unnatural ritual used to create them, so the efreeti keep them bound in magic jars, releasing them on the battlefield to spew fire indiscriminately at foes.
Elemental Nature. Primordial salamanders don't require air, food, drink, or sleep.
Comments