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Summoned Flame Salamander

Summoned Flame Salamander Huge EElemental, Unaligned 4 xp

  • Armor class 17 (Natural)
  • Hit points 210 (17d12+82)
  • Speed 60 ft
  • STR 12 (+1)
  • DEX 20 (+5)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Dex +8, Con +8

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Fire, Poison

Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Ignan

Challenge: (4 xp)

Summoned from the depths of Gauntylgrim to deliver Magaras wrath, the Summoned Flame Salamander stands large over the tallest creature. A lizardlike body wreathed in living flame, the Salamander leaves behind a trail of soot and ash wherever it goes.

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 30 feet.

Actions

Multiattack. The salamander makes 3 attacks: Two with its claws and one with its tail.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit 8(1d6+5) piercing damage and 5 (1d10 fire damage).

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit 10 (2d4+5) bludgeoning damage plus 9 (2d10) fire damage.

Fire Breath - (Recharge 5-6) . The salamander exhales fire in a 30-foot cone. Each creature in that area must make a DC: 17 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects, the dragon cant use the same effect two rounds in a row:

Magma erupts from a point on the ground the Salamander can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geysers area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the Salamander on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
The Salamander summons two reduced threat fire elementals within 10 feet of itself. The fire elementals act on their own initiative count.