b'Salamander Monarch \n'b'  Large   elemental ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  161 (17d10 + 68)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  18 (+4)  CON:  18 (+4)  INT:  15 (+2)  WIS:  14 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  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. \n'b'  Heated Weapons . Any metal melee weapon the salamander monarch wields deals an extra 7 (2d6) fire damage on a hit (included in the  attack ). \n'b'  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. \n'b'  Innate Spellcasting . The salamander monarch\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  3/day :  flaming sphere ,  heat metal  \n'b'  1/day :  conjure elemental  (fire  elemental  only) Actions \n'b'\n'b'  Multiattack . The salamander monarch makes two attacks: one with its trident and one with its tail. \n'b'  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\xe2\x80\x99t make tail attacks against other targets. \n'b'  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. \n'b'  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\xe2\x80\x99t 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. \n'b'\n'b' About \n'b' 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. \n'b' 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\xe2\x80\x99s not unusual to encounter large groups of salamanders in the Abyss as a result. \n'b' 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. \n'b' 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.'