Frost Salamander

Frost Salamander

Huge elemental
Challenge

STR
5
DEX
1
CON
4
INT
−2
WIS
0
CHA
−2

168
16d12+64
19
Soak
2
Fort
+7
Ref
+3
Will
+2
Defense note natural armor
Damage vulnerabilities fire
Damage immunities cold

Speed 10 m., burrow 8 m., climb 8 m.
Skills Perception +3 (14), Primal (cha) +1 (12)
Senses darkvision 10 m., tremorsense 10 m.
Languages Primordial

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

Maneuvers. The frost salamander uses maneuvers (maneuver save Difficulty 17). It has 8 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, swipe, tear flesh

2 stamina dice: tear tendon

Spellcasting. The frost salamander uses Primal (cha) to cast spells (spell save Difficulty 10, +1 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)

Bite (1/turn). Melee Weapon Attack: +8 to hit, reach 3 m. Hit: 9 (1d8 + 5) piercing damage plus 5 (1d10) cold damage.

Claws (2/turn). Melee Weapon Attack: +8 to hit, reach 2 m. Hit: 12 (2d6 + 5) piercing damage.

Cold Breath (Costs 2 actions; Recharge 5–6). The frost salamander exhales an icy blast in a 10-meter cone or line. Each creature in that area must make a Difficulty 16 Fortitude saving throw. On a failure, a creature takes 49 (9d10) cold damage and is slowed 2. On a success, a creature takes half as much damage and isn’t slowed.

Arctic, Elemental planesmtof

Maneuvers

As an action, 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 on a 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 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

Spells

concentration, 1 minute/mana

As an action, you freeze the veins of up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target must succeed on a Fortitude saving throw or be slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can increase the slowed level by 1 for each additional mana expended.

As an action, a blast of cold air erupts from your hands. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d6 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell becomes a frozen statue until it thaws.

If the blast of cold air strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over the area. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty to break free.

Augment

You can increase the damage by 1d6 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.

concentration, 1 hour/mana

As an action, snow falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured, and exposed flames in the area are doused.

Augment

Sleet Storm. You can expend 1 additional mana so the ground in the area is covered with slick ice, making it difficult terrain. The duration changes to 5 minutes/mana. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw.

On a failure, it falls prone.

If a creature starts its turn in spell’s area and is concentrating on a spell, the creature succeed on a Will saving throw against your spell save Difficulty or lose concentration.

As two actions, a hail of rock-hard ice pounds to the ground at a point within 100 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 2d8 bludgeoning damage and 2d8 cold damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

Augment

You can increase the bludgeoning damage by 1d8 for each additional mana expended.