Kryx RPGThemesCreatures
Frost Salamander

Frost Salamander

Huge elemental
Challenge
9

STR
5
DEX
1
CON
4
INT
−2
WIS
0
CHA
−2

168
16d12+64
20
Soak
2
Fort
+8
Ref
+3
Will
+3
Defense note natural armor
Damage vulnerabilities fire
Damage immunities cold

Speed 10 m., burrow 8 m., climb 8 m.
Skills Insight +0 (11), Perception +4 (15), Primal (Cha) +2 (13)
Senses darkvision 10 m., tremorsense 10 m.
Languages Primordial

Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges.

Maneuvers. The frost salamander uses maneuvers (maneuver save Difficulty 17). It has 12 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple, spring attack, tear flesh

Spellcasting. The frost salamander uses Primal (Cha) to cast spells (spell save Difficulty 10, +2 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: cold snap, cone of cold, snow storm

2 mana: ice storm

Actions (3)

Claws (2/turn). Melee Weapon Attack: +9 to hit, reach 2 m. Hit: 12 (2d6 + 5) piercing damage.

Bite (1/turn). Melee Weapon Attack: +9 to hit, reach 3 m. Hit: 9 (1d8 + 5) piercing damage plus 5 (1d10) cold damage.

Freezing Breath (Costs 2 actions; Recharge 6). The salamander exhales chill wind in a 10-meter cone or line. Each creature in that area must make a Difficulty 16 Fortitude saving throw. On a failed save, a creature takes 55 (10d10) cold damage and is slowed 2 for 1 minute. On a successful save, a creature takes half as much damage and isn’t slowed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Maneuvers

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.