Average SalamanderCR 6

Usually evil (any) Medium Outsider (Extraplanar, Fire)

Init +1; Senses darkvision 60 ft.; Listen +8, Spot +8

Languages Ignan

AC 18, touch 11, flat-footed 17
(+1 Dex, +7 natural)

hp 58 (9 HD); DR 10/magic

Immune fire

Fort +8, Ref +7, Will +8

Weakness vulnerability to cold

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

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

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.