Salamander, Average (CR 6)
Medium Outsider (Extraplanar and Fire)
Alignment: Usually evil (any)
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +8, and Spot +18
AC: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Hit Dice: 9d8+18 (58 hp); DR: 10/magic
Fort +8, Ref +7, Will +8
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +11
Attack: Spear +11 melee
Full Attack: Spear +11/+6 melee and tail slap +9 melee
Damage: Spear 1d8+3/x3 and 1d6 fire, tail slap 2d6+1 and 1d6 fire
Special Attacks/Actions: Heat, constrict 2d6+1 and 1d6 fire, improved grab
Abilities: Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Special Qualities: fire immunity, cold vulnerability
Feats: Alertness; Multiattack; Power Attack
Skills: Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11, Search +12, and Spot +18
Advancement: 8-14 HD (Medium-size)
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary, pair, or cluster (3-5)
Treasure: Standard (non-flammables only)
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to one size larger than itself. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.
Fire Subtype (Ex): fire immunity, double damage from cold except on a successful save.
Skills: salamanders receive a +4 racial bonus to Craft (metal working) skill checks.
Feats: Salamanders have the Multiattack feat even without the requisite three natural weapons.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.