b'Salaman \n'b'  Family:   Salaman  \n'b'  Medium   humanoid  (salaman),  lawful evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  22 (4d8 + 4)  Speed  30 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  12 (+1)  INT:  12 (+1)  WIS:  13 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +5  Damage Resistances  poison  Senses   darkvision  60 ft., passive  Perception  13  Languages  Salaman  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The salaman can breathe air and water. \n'b'  Slippery . The salaman has advantage on ability checks and saving throws made to escape a grapple. \n'b'  Swamp Camouflage . The salaman has advantage on  Dexterity  ( Stealth ) checks made to  hide  in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The salaman makes two  melee attacks : one of which can be a bite  attack . \n'b'  Bite .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) piercing damage and 2 (1d4) poison damage. \n'b'  Sling .  Ranged Weapon Attack : +5 to hit, range 15/60 ft., one target.  Hit : 5 (1d4 + 3) bludgeoning damage and 3 (1d6) acid damage. \n'b'\n'b' ABOUT \n'b' 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. \n'b'  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. \n'b'  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.'