rpg—rules

monster

Salamander

Large Elemental, Neutral Evil

Armor Class
15
Hit Points
90 (12d10 + 24)
Challenge rating
5
CHA
12 (+1)
CON
15 (+2)
DEX
14 (+2)
INT
11 (+0)
STR
18 (+4)
WIS
10 (+0)

Large Elemental, Neutral Evil

AC 15 · Initiative +2 (12)

HP 90 (12d10 + 24)

Speed 30 ft., Climb 30 ft.

Ability 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

Vulnerabilities Cold

Immunities Fire

Senses Darkvision 60 ft.; Passive Perception 10

Languages Primordial (Ignan)

CR 5 (XP 1,800; PB +3)

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.

Source · SRD 5.2.1 · page 321