Salamander
Large Elemental, neutral evil
1,800 XP
Special Abilities
Heated Body
A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.
Heated Weapons
Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
Actions
Multiattack
The salamander makes two attacks: one with its spear and one with its tail.
Spear
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Tail
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.
Quick Reference
Running This Encounter
Salamanders are intelligent fire elementals that prefer negotiation or intimidation before combat. They control the battlefield through heat and flame, forcing parties to adapt their tactics. Position them in environments where fire spreads easily, and use their heat aura as a constant threat. Allow them to retreat into flames if losing, potentially creating a recurring antagonist.
Combat Tactics
Salamanders attack with their spear and use their heat aura to damage nearby enemies each turn. They favor ranged combat with their spear throw and will use fire to cut off escape routes or separate party members.
Environment & Setting
Deep volcanic caverns, underground lava lakes, or the Plane of Fire provide ideal settings. Salamanders thrive in areas with existing fire sources that they can manipulate and hide within.