Table of Contents

Salamanders

Salamanders are large amphibious humanoids who prefer hot and humid climates, and rarely stray far from the equator.

Game Info

Ability Score

Your Strength score increases by 2.

Age

Salamanders begin life as fully aquatic and highly poisonous tadpoles but mature quickly and reach adulthood around age 10. The adult salamander is rarely poisonous but retains poison immunity. On average, salamanders live to about age 60.

Size

Male and female salamanders are fairly different in size.

An average male salamander is tall and slender, standing 6'6“ - 6'10” and weighing 225-300lbs.

An average female ranges from 6'10“ - 7'5” and is considerably heavier, ranging from 300-450lbs.

Speed

Your base walking speed is 30 feet.

Languages

Amphibious

Salamanders are amphibious and can breathe underwater indefinitely.

Tail Attack

Salamanders can attack with their powerful tails. This counts as a Melee Weapon Attack and deals 3+ (d6 + STR) bludgeoning damage.

Vulnerabilities and Resistances

Adult salamanders are immune to poisons and the affects of most drugs.

Salamanders are vulnerable to cold damage.

When adventuring in cold climates, salamanders become irritable and suffer disadvantage on Charisma checks except Intimidation. This can be negated by wearing high-quality winter gear worth at least 1000gp, or by warming ones self by a fire.

Additionally, a salamander cannot cure exhaustion by resting unless they are very warm.

Variations

Each adult salamander either retains their juvenile toxicity or develops one of three new abilities: Each comes with a typical coloration, but exceptions exist. Salamanders are known to exist in any color except blue.

Toxicity

A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 2 (1d4) poison damage.

Toxic salamanders tend to be green and/or purple.

Hot Breath

As a bonus action, you can spit a small ball of flame. A single target creature within 5ft takes 2 (1d4) fire damage. This fire can be used to ignite flammable materials, and can be used a number of times equal to your Proficiency modifier per day.

Fire-breathing salamanders tend to be red and/or black.

Lizard Grip

You can use a large one-handed weapon as though it was a medium two-handed weapon. You have advantage on grapple attacks, and on acrobatics checks to resist being grappled.

Megadextrous salamanders tend to be yellow and/or orange.

Medicinal Slime

You are resistant to slashing damage. As an action, you may end the Poisoned or Bleeding conditions on a creature you can touch, or stablize a dying creature without rolling.

Mucilaginous salamanders tend to be grey with green or black markings.

Reputation

what's it like in the world

[race] Culture

attitudes and cultural norms

Religion in [race] Society

patron gods, major religions, important spiritual traditions

Notable Salamanders

Grand Dundis Term
Grand Dundis Bendear Dundat 666BNE - 621BNE
Grand Dundis Languishing Slimepuddle 621BNE - 585BNE
Grand Dundis Languishing Slimepuddle II 401BNE - 367BNE
Grand Dundis Languishing Slimepuddle III 163BNE - 102BNE
Grand Dundis Lady Diamond Roses Satin Silver 102BNE - 0NE
Grand Dundis Arounge Derworlt 0NE - 11NE
Grand Dundis Up Upup Updown 11NE - 53NE
Grand Dundis Bonthelemew Hortex Roungewert Genius Lincoln 53NE - Present

Major events in Salamander History

666BNE

Oldhome, now Salamanderhome, is taken over by salamanders and ruled by Bendear Dundat, the first Grand Dundis.

Year Zero

Salamanderhome is ravaged by the affects of an offshore dread tower, spurring frequent attacks by nightmares from the sea. A brief alliance with Salamanderhome kobolds is formed. Both groups survive with relatively few casualties and now maintain an unspoken truce.