SRD:Noble Salamander
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NOBLE SALAMANDER
Noble Salamander | |
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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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