Salamander, Noble (CR 10)
AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Hit Dice: 15d8+45 (112 hp); DR: 15/magic
Fort +12, Ref +10, Will +11
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +15; Grapple +25
Attack: +3 Iong spear +23 melee
Full Attack: +3 Iong spear +23/+18/+13 melee and tail slap +18 melee
Damage: +3 Longspear 2d8+9/19-20 and 1d8 fire, tail slap 2d8+3 and 1d8 fire
Special Attacks/Actions: Constrict 2d8+3 and 1d8 fire, heat, improved grab, spell-like abilities
Abilities: Str 22, Dex 13, Con 16, Int 15, Wis 15, Cha 15
Special Qualities: fire immunity, cold vulnerability
Feats: Alertness; Cleave; Great Cleave; Multiattack; Power Attack
Skills: Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, and Spot +13
Advancement: 16-21 HD (large); 22-45 HD (Huge)
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary, pair or noble party (9-14)
Treasure/Possessions: Double standard (non-flammables only) and +3 Huge longspear
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.
Spell-Like Abilities: (Noble salamanders only). 3/day - burning hands, fireball, flaming sphere, and wall of fire; 1/day - dispel magic and summon monster VII (huge fire elemental). These abilities are as the spells cast by a 15th-level sorcerer (save DC 12 + spell level).
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.