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Large elemental · CR 5

Salamander

Armor Class15
Hit Points90 (12d10+24)
Speed30 ft.
ChallengeCR 5 (1,800 XP)
STR
18
(+4)
DEX
14
(+2)
CON
15
(+2)
INT
11
(+0)
WIS
10
(+0)
CHA
12
(+1)
Resistancesbludgeoning, piercing, and slashing from nonmagical weapons
Immunitiesfire
Vulnerabilitiescold
Sensesdarkvision 60 ft., passive Perception 10
LanguagesIgnan
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.

Running Salamander in an encounter

As a CR 5 threat worth 1,800 XP, Salamander is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 5 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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