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Salaman King

Family: Salaman

Medium humanoid (salaman), lawful evil

Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., swim 40 ft.

16 (+3) 17 (+3) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Skills Insight +4, Perception +4 Stealth +5
Damage Resistances poison
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
Languages Salaman
Challenge 4 (1,100 XP)


  • Amphibious. The salaman can breathe air and water.
  • Slippery. The salaman has advantage on ability checks and saving throws made to escape a grapple.
  • Swamp Camouflage. The salaman has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.


  • Multiattack. The salaman makes two melee attacks: one bite attack and one attack with its rod.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.
  • Rod of the Reptile. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage and 10 (3d6) acid damage.


In the dark underground temples of the salaman, strange rituals are actively taking place. Leading these rites is their resourceful king.

Lead Lizard. This king usually works cooperatively with a council of salaman elders. However, he will decide to make his own decisions if it suits him.

War Council. The salaman king leads his troops in battle and they attack in an organized fashion. An endless war rages with the lizardfolk and the salaman are always on guard. Many assassins have been sent by their enemy to eliminate the slippery sovereign.

Sunken Temple. The salaman king lives in a large, sunken stone temple. Reptiles and many salaman guard their supreme leader.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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