Archives of Nethys

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Template Grafts | Universal Monster Rules


Source Starfinder #14: Soldiers of Brass pg. 60

Salamander CR 6

XP 2,400
NE Medium outsider (extraplanar, fire)
Init +1; Senses darkvision 60 ft.; Perception +13


HP 90
EAC 18; KAC 20
Fort +10; Ref +8; Will +5
DR 5/magic; Immunities fire
Weaknesses vulnerable to cold


Speed 20 ft.
Melee tactical pike multitool +17 (1d8+9 B, P, or S) or tail slap +17 (1d8+9 B & F plus grab; critical burn 1d6)
Ranged static arc rifle +15 (1d12+6 E; critical arc 1d6)
Space 5 ft.; Reach 5 ft. (10 ft. with tail)
Offensive Abilities elemental fire


STR +3; DEX +1; CON +5; INT +1; WIS +0; CHA +1
Skills Engineering +18, Intimidate +13, Stealth +13
Languages Common, Ignan
Gear freebooter armor II, tactical pike multitool with 1 battery (20 charges), static arc rifle with 2 high-capacity batteries (40 charges each)


Environment any warm (Plane of Fire)
Organization solitary, pair, or cluster (3–6)

Special Abilities

Elemental Fire (Su) Salamanders can cause any weapon they wield to deal half its damage as fire damage, and to become lethal and non-archaic. If the weapon already deals two damage types, this effect replaces one with fire. In addition, salamanders can grant weapons they wield the burn critical hit effect (1d4, 2d4 at CR 6, 3d4 at CR 11, and 3d4 at CR 16+). If the weapon has any other critical hit effects, the salamander chooses only one to apply on a critical hit.


A warlike and tech-minded species native to the Plane of Fire, salamanders dwell in fortresses along the coasts of that plane. Other creatures, such as efreet, prize them as crafters and warriors. Mercenary salamanders find work across the planes. Mortal mages call salamanders to the Material Plane for their services. The creatures can also slip into the Material Plane where fire or heat is prevalent. A few geothermic or hothouse worlds have small salamander colonies.


Salamanders construct nanotech-infused melee weapons they call multitools. Such devices are based on analog melee weapons, but the modification gives them the powered special property (capacity 20, usage 1/day). Heat can’t damage these implements. When wielding a multitool, the wielder can choose to deal bludgeoning, piercing, or slashing damage, switching damage types as quickly as they could draw a weapon. As a standard action, a multitool can be reconfigured to function as an engineering tool kit or specialty tool kit. Making an analog melee weapon into a multitool costs 500 credits, or 1,200 credits if the tool includes a specialty tool kit. If unpowered, the weapon still functions as its analog counterpart but imparts none of its multitool capabilities.