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FLAMEBROTHER SALAMANDER[]

Flamebrother Salamander
Size/Type: Small Outsider (Extraplanar, Fire)
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+1
Attack: Spear +6 melee (1d6+1/x3 plus 1d6 fire)
Full Attack: Spear +6 melee (1d6+1/x3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d4 plus 1d6 fire, heat, improved grab
Special Qualities: Darkvision 60 ft., immunity to fire, vulnerability to cold
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Skills: Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11
Feats: Alertness, Multiattack
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or cluster (3–5)
Challenge Rating: 3
Treasure: Standard (nonflammables only)
Alignment: Usually evil (any)
Advancement: 4–6 HD (Small)
Level Adjustment: +4

Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.

COMBAT[]

If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check.

Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat.

Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.

Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.



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