Salamander

Salamander

Large elemental
Challenge

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.
Skills
Senses darkvision 10 m.
Languages Ignan

Heated Body. A creature that touches the salamander or hits it or misses it by 4 or less 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 3d8 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 Difficulty 15). It has 9 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: distant shot, impale, knockback, lunge, spring attack, trip

Actions (2)

Spear. Melee or Ranged Weapon Attack: +6 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 13 (3d8) fire damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 1 m. or range 3/10 m. Hit: 9 (2d4 + 4) piercing damage plus 13 (3d8) fire damage.

Tail (1/turn). Melee Weapon Attack: +6 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 made against other targets.

Elemental planes, Underdarksrd

Maneuvers

As an action, make a ranged weapon attack at double your weapon’s range and long range.

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 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, make a melee weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

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

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

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, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

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

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, 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 melee weapon attack and a Brawn check to Trip.

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.