SRD:Noble Salamander

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NOBLE SALAMANDER

Noble Salamander
Size/Type: Large Outsider (Extraplanar, Fire)
Hit Dice: 15d8+45 (112 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +15/+25
Attack: +3 longspear +23 melee (1d8+9/x3 plus 1d8 fire)
Full Attack: +3 longspear +23/+18/+13 melee (1d8+9/x3 plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire)
Space/Reach: 10 ft./10 ft. (20 ft. with tail or longspear)
Special Attacks: Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities
Special Qualities: Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold
Saves: Fort +12, Ref +10, Will +11
Abilities: Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15
Skills: Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13
Feats: Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or noble party (9–14)
Challenge Rating: 10
Treasure: Double standard (nonflammables only) and +3 longspear
Alignment: Usually evil (any)
Advancement: 16–21 HD (Large); 22–45 HD (Huge)
Level Adjustment:

Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.

COMBAT

If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.

Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat.

Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spell-Like Abilities: 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day—dispel magic, summon monster vII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based.

Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.

Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.



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