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SalamanderCreature 7


MediumChaoticElementalEvilFire
Source Pathfinder Bestiary
Perception +15 (darkvision)
Languages Common, Pyric
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

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],1d6 fire1d8+4 bludgeoning plus 1d6 fire, DC 25 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 successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


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.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

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 connection to magical fire.