Large Elemental, Neutral Evil
- AC
- 15
- Initiative
- +2 (12)
- HP
- 90 (12d10+24)
- Speed
- 30 ft., Climb 30 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 14 | +2 | +2 |
| CON | 15 | +2 | +2 |
| INT | 11 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 12 | +1 | +1 |
Traits
Fire Aura. At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage.
Actions
Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict.
Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8+4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamander's hand immediately after a ranged attack.
Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6+4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
How to run Salamander
A salamander ally is the consequence of a successful binding ritual, a bargain with an efreet who owed the party a favor, or the rare friendship that forms when a fire-aligned PC frees a salamander from servitude. The salamander is not grateful by default. It cooperates because the deal says so, and it leaves the moment the deal lapses.
Negotiate terms in scene. The salamander wants warmth, freedom, and a clear end date. Promise it a return to the Plane of Fire after a specific task and it will work the task with focus. Ask for open-ended help and it stalls, wanders off to find a forge to nap on, and shows up late to the fight.
In combat the salamander is a frontline that outlasts the party's tank. Fire Aura ticks every turn for 7 fire on chosen enemies in 5 ft., and Constrict locks down a single mark with grapple plus restrained for as long as the salamander wants to spend turns on it. Two Flame Spears at +7 deal 13 piercing plus 7 fire each, and the spear returns to hand so the salamander has range when needed. Tell the players to keep their distance from the salamander's space. Fire Aura targets creatures of the salamander's choice, but accidents happen at the table, and a player who takes 7 fire from their own ally gets cranky.
Out of combat the salamander is a heat source, a forge assistant (Strength 18, no fire damage to molten metal), and a problem in any wooden building. It will singe carpets, scorch chairs it sits on, and set fire to a barn within an hour of being shut in one. Plan rests around stone shelters or open ground.
When the contract ends, the salamander leaves through the nearest planar door it can persuade a caster to open. If the party tries to extend the contract, the price doubles. Twice.
A salamander is the elite muscle of an efreeti's household or the resident of a magma vent the party walked into. CR 5, AC 15, 90 HP, Fire immunity, Cold vulnerability, and Fire Aura that punishes anyone who stays in melee. The encounter is built around forcing the party to fight at 5 ft. or give up melee entirely.
Open at range. Flame Spear throws at 20/60 ft. and magically returns to the salamander's hand, so the salamander throws once per multiattack from cover, then closes once the party clusters. Multiattack is two Flame Spears (+7, 13 piercing plus 7 fire each) or one Flame Spear and one Constrict. Fire Aura at the end of the salamander's turn deals 7 fire to each creature of the salamander's choice within 5 ft. A party of four melee characters loses up to 28 HP across the line every round just for being there.
Use Constrict on the squishiest melee target in reach. DC 15 Strength save, 11 bludgeoning plus 7 fire on a fail, plus Grappled (escape DC 14) and Restrained until the grapple ends. A restrained PC eats Fire Aura every turn until they break free, which for most non-Strength PCs is two or three turns. That's 21 free fire damage while the salamander throws Flame Spears at the party's caster.
Cold vulnerability is the lever. A Ray of Frost ticks for double, a Cone of Cold from a tier-2 wizard hits for around 70. If the party brings cold, the salamander dies in two rounds. If they brought only fire, the salamander laughs. Telegraph this in the lead-up: smoke vents, scorched walls, a previous victim's frozen blade lying beside the corpse.
Salamanders fight for their efreeti masters and don't rout easily. Once Bloodied with no orders to retreat, the salamander Constricts the nearest party member and burns them with Fire Aura until one of them dies.
Have the salamander speak Primordial (Ignan) and taunt one specific PC by name. The translation is the party's first hint about what the salamander wants and who sent it.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.