Upheaval

Salamander

CR 6, CE Medium Elemental (extraplanar, fire)

Senses: Perception 16, Darkvision 60

Speed: 20 ft.  Skills: Acrobatics 7, Deception 12, Insight 13, Intimidation 12, Stealth 12, Planes 13

Languages: Common, Ignan

Ability Scores: Str 16 (+11), Dex 13 (+9), Con 18 (+12), Int 14 (+5), Wis 15 (+5), Cha 13 (+4)

INIT: +1  CP: +8  HP: 76 (8d10+32)  SA: --  DC: 19

AC: 18  Touch: 11  Flat-footed: 17 [+1 Dodge, +7 Natural]

SR: --  Vulnerable: Cold 1  Resistant: Weapons 10  Bypass: +1 weapon

Immunity: Fire  Effect Immunity: --

QUALITIES

Power Attack (ex) - A Salamander may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Salamander does one extra point of damage. The Salamander must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

ACTIONS
Attacks

Cleave (ex) - As a standard action, the Salamander can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Salamander may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.

DESCRIPTION

Environment: Extraplanar (Plane of Fire)

Organization: None

Treasure: standard (spear, other nonflammable treasure)

This snake-bodied humanoid hisses with anger. Spines of crackling flame dance along the creature's blackened, fiery-red scales.

Salamanders are native to the Plane of Fire, where their legions of fierce warriors are much feared by the other inhabitants of the plane. Because some of the stronger elemental fire races enslave salamanders for their metalworking skill and fighting prowess, the salamanders hate the efreet and other inhabitants with a passion. Though their lairs typically hover in temperatures of 500 degrees F or more, salamanders can tolerate lower temperatures. They generally do so only when forced, and are even surlier and more short-tempered than normal in such environments. Although they hail from the Plane of Fire, the salamander race identifies more with the Abyss, and they hold demons (particularly those associated with fire, like balors and certain fire-themed demon lords) in great esteem. It's not unusual to encounter large groups of salamanders in the Abyss as a result. Salamanders are often conjured to the Material Plane to serve as guardians or, more commonly, to craft weapons, armor, and other metalwork, for their skill in these areas is legendary. Salamanders also infest areas of the Material Plane where the boundaries between this world and the Plane of Fire have worn thin, such as in and near volcanoes. Because their habitat is so extreme, salamanders only save treasure that can withstand high temperatures, such as swords, armor, jewels, rods, and other items made from high-melting-point metals. Salamander society is a cruel one based on power and the ability to subjugate those beneath oneself. Beings beneath a salamander that cause it discomfort are dealt a slow and painful death.