Fiery Nature. The salamander's elemental subtype is fire.
Flame Wake. When 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.
Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
Hindering Strikes. When the salamander hits with a barbed whip attack, the target's speed is reduced by 5 feet until the end of its next turn unless it can't be grappled. When the salamander hits with a scimitar attack, the target can't make opportunity attacks against the salamander this turn.
Multiattack. The salamander makes three attacks: two with its barbed whip or scimitar, and one with its tail.
Barbed Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 2 (1d4) piercing damage and 3 (1d6) fire damage.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.
Tail. 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 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.
Flame Call (1/Day). Each elemental of the salamander's choice within 30 feet of it that can hear it and isn't already affected by flame call is incensed by the salamander's roar. Its speed increases by 10 feet until the end of its next turn. Each affected creature also deals 5 (1d10) additional fire damage when it hits with a melee weapon attack for the same duration. This ability only affects elementals of the fire element, and only affects unarmed attacks and attacks made with metal weapons. Immediately after using this ability, the salamander can make two attacks with its barbed whip or scimitar as a bonus action.
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 efreeti utilize a variety of means to keep their slaves pliable and obedient. One of these methods is to employ the most charismatic and loyal of the salamanders as inquisitors: slaves who spy on other slaves, reporting any potential rebels to the efreeti, while helping to drive the other salamanders to work and fight with more heat and fervor, whether by persuasion or by pain. In return for this betrayal of their brethren, these inquisitors are gifted by the efreeti with a searing brand that they carry upon their skin, granting them fiery power.
Though they are trained to be able to coerce their fellow salamanders with sweet words, inquisitors are also experts at interrogation and torture. They wield serrated scimitars and barbed whips made from iron chains, prized for causing pain to their enemies. Most wield one of each, but some specialize in pairs of the same weapons. Inquisitors move fluidly across the battlefield, skirmishing with multiple enemies while leaving a trail of burning flames like a wall dividing the area. When one manages to restrain a foe with its tail, it will move backwards, striking the target while dragging it through the salamander's own flame trail. In efreeti armies, inquisitors are valued for their ability to awaken the elemental flame within others.
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