Average Salamander | CR 6 |
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Usually evil (any) Medium Outsider (Extraplanar, Fire) Init +1; Senses darkvision 60 ft.; Listen +8, Spot +8 Languages Ignan |
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AC 18, touch 11, flat-footed 17 hp 58 (9 HD); DR 10/magic Immune fire Fort +8, Ref +7, Will +8 Weakness vulnerability to cold |
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Speed 20 ft., Melee Spear +11/+6 (1d8+3/x3 plus 1d6 fire) and tail slap +9 (2d6+1 plus 1d6 fire) Space 5 ft.; Reach 5 ft. (10 ft. with tail) Base Atk +9; Grp +11 Atk Options Power Attack, constrict 2d6+1 plus 1d6 fire, improved grab |
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Abilities Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13 Feats Alertness, Multiattack, Power Attack Skills Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11, Search +12, Spot +8 Advancement 8-14 HD (Medium) Level adjustment +5 |
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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.
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. |