Kryx RPGThemesCreatures
Salamander

Salamander

Large elemental
Challenge
5

STR
4
DEX
2
CON
2
INT
0
WIS
0
CHA
1

90
12d10+24
17
Soak
1
Fort
+3
Ref
+4
Will
+1
Defense note natural armor
Damage vulnerabilities cold
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities fire
Condition immunities burning

Speed 5 m.
Senses darkvision 10 m.
Languages Ignan

Heated Body. A creature that touches the salamander or hits it with a melee attack while within 1 meter 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). If the attack misses by 4 or less, the weapon deals half as much damage.

Maneuvers. The salamander uses maneuvers (maneuver save DC 15). It has 14 stamina dice which are d8s, a dice limit of 2, 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:

At will: grapple (Tail only)

1 stamina die: knockback, lunge, spring attack, tear flesh

2 stamina dice: brace

Actions (2)

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 1 m. or range 3/10 m. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1 m. or range 3/10 m. Hit: 9 (2d4 + 4) piercing damage plus 3 (1d6) fire damage.

Tail (1/turn). Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the salamander uses the grapple maneuver, the target is restrained until the grapple ends. Until this grapple ends, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.

Underdarksrd

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 make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can make a melee weapon attack and increase your reach for the attack by 1 meter. 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.

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.

As a reaction, which you use when a creature you can see moves within your weapon’s reach, you can make a melee weapon attack against the creature with a pike, spear, trident, rapier, or similar weapon.

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.