Salamander Monarch

Large Elemental, neutral evil

Armor Class 17 (natural armor)

Hit Points 161 (17d10+68)

Speed walk +30

Challenge 13

STR
20
+5
DEX
18
+4
CON
18
+4
INT
15
+2
WIS
14
+2
CHA
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

Special Abilities

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. 3/day: flaming sphere, heat metal 1/day: conjure elemental (fire elemental only)

Actions

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.

Source: Tome of Beasts 2 · OGL/Open