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SalamanderCreature 7


CEMediumElementalFire
Source Pathfinder Bestiary
Perception +15 (darkvision)
Languages Common, Ignan
Skills Acrobatics +12, Athletics +17, Crafting +15, Deception +12, Intimidation +14, Society +13
Str +4, Dex +3, Con +4, Int +2, Wis +2, Cha +1

AC 26; Fort +15; Reflex +16; Will +13;
HP 125
Speed 20 feet
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses Cold 10

Ranseur One Action +18 (+13, +8) to hit (disarm, magical, reach 10) 2d10+7 Piercing
Tail One Action +17 (+13, +9) to hit (agile, reach 10) 1d8+7 Bludgeoning + 1d6 Fire

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Armor of Flames One Action

The salamander stokes its internal flames. Until the start of its next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature touches it or hits it with a physical attack, that creature takes 2d6 Persistent Fire Damage unless it succeeds at a DC 25 reflex save.

Constrict One Action

1d8+4 bludgeoning plus 1d6 fire, DC 25 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Salamanders have serpentine lower torsos, but humanoid upper bodies with toothy reptilian snouts. Their affinity for cruelty and violence puts them in close alliance with the demons of the Abyss.


Fire elementals are destructive manifestations of the scorching Plane of Fire.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.