Salamander

Fiery lizard people. A fire elemental.

Imagine a salamander standing on its rear legs, seven feet tall. Its wet red and black skin is glowing like magma and its eyes are like black pearls.

Proud soldier, Relaxing artist, Arrogant explorer.



 
HD: 2 Armor: none
Hit it: normal Dodge it: normal
Move: normal  

It is immune to fire. It resists all other damage (because it’s an elemental). Also, it recovers 1D6 HP every round it touches something flammable and inflicts 1 damage to anything that touches or damages it in melee. However, it takes 1D6 damage each round spent without fuel.

Attacks (1/round)

Skewer. The salamander makes a melee attack with reach (1D6 +1 fire damage).

Scalding Tongue. The salamander makes a grappling attack with reach, burning its target (1D4) and dragging it to itself.




Random Encounter
  1. Monster: 1D6 salamanders and …
    1. nothing
    2. 1 sorcerer
    3. 1 soldier
    4. 1 fire elemental
  2. Lair: A magma bathhouse with bubble art.
      OR
    Omen: The sound of wet steps and the smell of old cooking oil.
  3. Spoor: A puddle of boiling oil.
  4. Tracks: Oily trail and burnt ground.
  5. Trace: A pile of solidified magma.
  6. Trace: A symbol in Ignan burned into stone.
D6 What the Monster Wants
  1. Just relax, take a hot bath, you know.
  2. Take control of a rare mineral only valuable in other planes.
  3. Capture slaves for the efreet.
  4. Party in this exotic locale.
  5. Collect gifts for the Shah.
  6. Prepare for the invasion.
Binding the Elemental

You gain a Spell Dice, one Doom Point and …

  1. … your blood burns when in contact with air. You take 1 extra damage from attacks.
  2. … your eyes become like obsidian. Fire hypnotizes you.
  3. … you are always hot and sweating. You need an extra ration of water per day.
  4. … our hands are scalding hot.
  5. … magma is like water to you.
  6. … the spell word flammable.

If you roll a catastrophe, the elemental is released.

Conjuring the Elemental

If you know the spell Conjure, you can alter it in such a way for a minimum of 2 Spell Dice:

Conjure Salamander
R: 30’ 

The spell is identical to the normal conjure spell, except that you can add treasures as offerings to the Shah to improve the spell. Each treasure either adds 2 salamanders or increases the duration by 24 hours. If you bring the salamander to their death (in an suicidal fight for example), the Shah will be offended and never trade with you again.

Written on November 14, 2020