Family: Salaman

Medium humanoid (salaman), lawful evil

Armor Class 13 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 40 ft.

12 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 10 (+0)

Skills Perception +3, Stealth +5
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13
Languages Salaman
Challenge 1 (200 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 of which can be a bite attack.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage and 2 (1d4) poison damage.
  • Sling. Ranged Weapon Attack: +5 to hit, range 15/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and 3 (1d6) acid damage.


Salamans are a race of strange reptilian humanoids. Even though they are smaller than some of the terrifying monsters in the wilderness, they have gained more and more power.

Smart Salamanders. These humanoids are clever, disciplined, and are able to use many tools. They live in stone and mud buildings in the steamy jungle. Part of these areas are underwater as the humanoids live on land and in the water. The lairs are filled with living quarters, dining chambers, storage rooms, and sacred spaces.

Lizardfolk Rivals. Salamans hate all lizardfolk and are involved in a seemingly endless war with them. However, large reptilian creatures make the land a challenging place to live.

Section 15: Copyright Notice

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

This is not the complete section 15 entry - see the full license for this page