Salamander Larva (CR 1)
AC: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Hit Dice: 3d8+3 (16 hp)
Fort +4, Ref +4, Will +4
Speed: 10 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +0
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d4+1 plus 1d3 fire
Special Attacks/Actions: Heat
Abilities: Str 13, Dex 13, Con 12, Int 6, Wis 13, Cha 12
Special Qualities: Camouflage, immunity to fire, vulnerability to cold
Feats: Alertness; Power Attack
Skills: Bluff +7, Craft (blacksmithing) +2*, Hide +11*, Listen +9, Move Silently +7, Search +4, and Spot +9
Advancement: 4-8 HD (Small)
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary, pair, or cluster (3-5)
Heat (Ex): A average salamander larva generates so much heat that its mere touch deals 1d3 points of additional fire damage.
Camouflage (Ex): The outline of a average salamander larva in a fiery or extremely hot area (flames, lava, burning embers, or the like) appears to shift and waver. This distortion grants it concealment (20% miss chance).
*Skills: A average salamander larva receives a +8 racial bonus on Hide checks made within a fire source. Although incapable of using the skill, average salamander larvae still possess the salamander's +4 racial bonus to Craft (blacksmithing).
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.