5e SRD >Creatures >

Salamander Monarch (Open Design)

Large elemental, neutral evil

Armor Class 17 (natural armor)
Hit Points 161 (17d10 + 68)
Speed 30 ft.

20 (+5) 18 (+4) 18 (+4) 15 (+2) 14 (+2) 18 (+4)

Saving Throws Con +9, Wis +7
Skills Arcana +7, Intimidation +9
Damage Vulnerabilities cold
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 90 ft., passive Perception 12
Languages Abyssal, Ignan, Infernal
Challenge 13 (10,000 XP)


  • Heated Body. A creature that touches the salamander monarch or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.
  • Heated Weapons. Any metal melee weapon the salamander monarch wields deals an extra 7 (2d6) fire damage on a hit (included in the attack).
  • Inspiring Sovereign. Each salamander within 30 feet of the salamander monarch and that can see the monarch has advantage on its melee attack rolls and saving throws.
  • Innate Spellcasting. The salamander monarch’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
  • Multiattack. The salamander monarch makes two attacks: one with its trident and one with its tail.
  • Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, the salamander monarch can automatically hit the target with its tail, and the salamander monarch can’t make tail attacks against other targets.
  • Trident. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage or 16 (2d10 + 5) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage.
  • Immolating Crest (Recharge 6). The salamander monarch causes its crest to flare with brilliant radiance, illuminating everything within 30 feet of it with a blue or green light. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) fire damage and catches on fire. On a success, a creature takes half the damage and doesn’t catch on fire. Until a creature on fire takes an action to douse the fire, the creature takes 7 (2d6) fire damage at the start of each of its turns.


Salamanders are native to the Plane of Fire, where their legions of fierce warriors are much feared by the other inhabitants of the plane. Because some of the stronger elemental fire races enslave salamanders for their metalworking skill and fighting prowess, the salamanders hate the efreet and other inhabitants with a passion.

Though their lairs typically hover in temperatures of 500 degrees F or more, salamanders can tolerate lower temperatures. They generally do so only when forced, and are even surlier and more short-tempered than normal in such environments. Although they hail from the Plane of Fire, the salamander race identifies more with the Abyss, and they hold demons (particularly those associated with fire, like balors and certain fire-themed demon lords) in great esteem. It’s not unusual to encounter large groups of salamanders in the Abyss as a result.

Salamanders are often conjured to the Material Plane to serve as guardians or, more commonly, to craft weapons, armor, and other metalwork, for their skill in these areas is legendary. Salamanders also infest areas of the Material Plane where the boundaries between this world and the Plane of Fire have worn thin, such as in and near volcanoes.

Because their habitat is so extreme, salamanders only save treasure that can withstand high temperatures, such as swords, armor, jewels, rods, and other items made from high-melting-point metals. Salamander society is a cruel one based on power and the ability to subjugate those beneath oneself. Beings beneath a salamander that cause it discomfort are dealt a slow and painful death.

Section 15: Copyright Notice
Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.