Salamander (Noble)
Elemental · Crown of Domination
T4d10Major
Fiery overlords, noble salamanders rule forges, petrifying gazes.
Tier 4 · Role Major · Pool Vigor 6 / Vitality 8 · AC 14 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 16 | +3 | d6 |
| Fate | 14 | +2 | d4 |
Passives
Elemental Fire
Immune to fire damage; takes 1 additional damage from cold.
Inferno Aura
A creature that starts its turn within 10 ft of the noble, or hits it with a melee attack, takes 1 Vigor damage.
Maneuvers
Coiling Tail
When its tail hits, the target is also grabbed (Body check DC 17 to escape) and roasts in the coils, taking 1 Vigor damage at the start of each of its turns.
Erupting Slam
Strike the ground; fire erupts in a 20 ft radius. Each creature makes a Body save (DC 17); on a failure it takes 4 damage and is knocked prone, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Commands lesser salamanders in battle. Opens with Erupting Slam to scatter enemies. Grapples with Coiling Tail while striking with spears. Its Inferno Aura punishes anyone who stays in reach. Rules its forge domain with tyrannical heat.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 17+ (Cunning 16).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.