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## Salamander These fiery snake-like folk used to slither across the Sea of Ash on the Elemental Plane of Fire, but have since fled to the Material Plane to escape enslavement by the Efreeti who invaded their lands and have attempted to make a life for themselves there. They have an intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces. Salamanders adore power, and they delight in setting fire to things. They play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma flows.
***Credit:*** ***Wizards of the Coast, 5th Edition Monster Manual*** \columnbreak ### Fire Snakes Salamanders hatch from eggs that are two foot diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg’s thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year. ### Living Forges Salamanders generate intense heat, and this inherent heat is an asset to salamanders’ skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Salamanders number among the greatest blacksmiths in all the planes, being able to forge with almost any metal they come across. Powerful creatures hire them as mercenaries, but others enlist the salamanders for their crafting skills. ### Salamander Traits Your salamander character has the following racial traits. **Ability Score Increase.** Your Strength, Dexterity, and Charisma scores each increase by 1. **Age.** Salamanders spend 1 year as a fire snake then reach maturity and can live up to 1000 years. **Alignment.** Salamanders are drawn to power above all else, which usually leads them towards evil, but are rarely chaotic or lawful. **Size.** Your size is Medium. **Speed.** Your base walking speed is 30 feet. **Expert Smith.** You gain proficiency and expertise with smith’s tools. **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of red. **Fire Immunity.** You have immunity to fire damage. **Cold Vulnerability.** You have vulnerably to cold damage. **Constricting Tail.** Your coiling body is a natural melee weapon, which you can use to make constrict attacks. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. Instead of dealing damage, you can choose to grapple with your target instead. Until the grapple ends, you can’t constrict another target. If the creature is a smaller size than you, it is restrained instead. **Natural Armor.** When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. **Languages.** You can speak, read, and write Common and Ignan.