BoS:Giant Salamander

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Giant Salamander
Large Beast, unaligned

Armor Class 16 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 30 ft., swim 30 ft.

STR AGI END INT WIL PER
20 (+5) 16 (+3) 17 (+3) 4 (–3) 10 (+10) 6 (–2)

Saving Throws {{{saves}}}
Skills {{{skills}}}
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances {{{resistances}}}
Damage Immunities {{{immunities}}}
Condition Immunities {{{conditions}}}
Senses passive Perception 10
Languages

Challenge 6 (2,300 XP)Proficiency Bonus +3
Amphibious. The giant salamander can breathe air and water.

Actions
Multiattack. The giant salamader can make two attacks: one with its bite and one with its tail.


Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Tongue Dart. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and 10 (3d6) poison damage.




Reactions
Adaptation. Whenever the giant salamander is targeted by an attack that deals fire, lightning, or cold damage, the giant salamander can use its reaction to gain resistance to the same damage type. While adapted to a type of elemental damage, the giant salamander gains a new action based on that element.
Embers (Fire, Recharge 5-6). The salamander uses an action to violently shake, emitting hot embers all around it. Each creature within 10 feet of the salamander must make a DC 14 Agility Saving Throw, taking 14 (4d6) fire damage on a failed save, and half as much on a successful one.
Static Release (Lightning, Recharge 5-6). The salamander uses an action to slam its tail down, releasing crackling electricity in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Agility Saving Throw, taking 14 (3d8) lightning damage on a failed save, and half as much on a successful one.
Cellular Hibernation (Cold, Recharge 5-6). The salamander uses an action to encase itself in ice and begins to regenerate. While encased in ice, the salamander immediately regains 10 hit points, and regains an additional 10 hit points if it starts its turn encased in ice. Whenever the salamander is targeted by an attack, the ice shield takes the damage instead. The ice shield is vulnerable to fire damage. When the ice shield takes at least 30 damage in a single round, it immediately breaks, dealing 1d4 cold damage and 1d4 piercing damage to each creature within 5 feet of the salamander.

Found In: Bestiary of Summerset


Description

Giant salamanders are large amphibians that can usually be seen along the coastlines of the Summerset Isles and hiding from the sun in the many water filled caves. They can be easily recognized by their distinctive markings. Bright, colorful lines run along their sides. These lines appear to change color based on survival, often indicating a type of natural magic that flows through them. These salamanders are aggressively hostile and can quickly adapt to their surroundings and threats by changing their appearance and behaviors.

Elemental Shifters. Salamanders, like many creatures of the Summerset Isles, are remarkably magical by nature. If the salamander feels threatened in any way, they can quickly adjust their natural forms and generate potent elemental energy. They can quickly pulse out burning fire, bolts of lightning, or even encase themselves in ice to start a hyper-effective form of cryostasis.

Sticky Predators. Even if the salamander doesn't utilize it's elemental expertise, these amphibians are still incredibly lethal foes. Without having to put themselves in harms way, they can launch their tacky tongues at their prey, restraining them. Once their prey is retracted, their poisonous glands quickly subdue them.