b'Salamander Monarch \n'b'  Family:   Salamander  \n'b'  Large   elemental ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  253 (22d10 + 132)  Speed  30 ft.\n'b' STATS STR: 21 (+5) DEX:  12 (+1)  CON:  23 (+6)  INT:  16 (+3)  WIS:  20 (+5)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Constitution  +12,  Wisdom  +11,  Charisma  +10  Skills   Arcana  +9,  Insight  +11,  Perception  +11,  Religion  +9  Damage Vulnerabilities  cold  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  fire  Senses  darkvision 60 ft., passive  Perception  21  Languages  Common, Ignan  Challenge  18 (20,000 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 14 (4d6) fire damage on a hit (included in the  attack ). \n'b'  Innate Spellcasting . The salamander monarch\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 18, +10 to hit with spell attacks). The  salamander  monarch can cast the following spells without requiring any material components.\n'b'\n'b'\n'b'  3/day each :  burning hands ,  fireball ,  flaming sphere ,  wall of fire  \n'b'  1/day each :  dispel magic ,  conjure elemental  \n'b'\n'b'  Spellcasting . The salamander monarch is a 10th-level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 19, +11 to hit with spell attacks). He can cast the following spells:\n'b'\n'b'\n'b'  Cantrips :  guidance ,  sacred flame , fire bolt (3d10 fire damage),  resistance ,  true strike  \n'b'  1st level  (4 slots):  bless ,  cure wounds ,  detect magic ,  healing word ,  shield of faith  \n'b'  2nd level  (3 slots):  aid ,  blindness/deafness ,  enhance ability ,  hold person ,  spiritual weapon  \n'b'  3rd level  (3 slots):  beacon of hope ,  bestow curse ,  fireball ,  mass healing word  \n'b'  4th level  (3 slots):  blight ,  death ward ,  fire shield ,  freedom of movement  \n'b'  5th level  (2 slots):  flame strike ,  mass cure wounds  \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The salamander monarch makes one Spear  attack  and one Tail  attack . \n'b'  +2 Spear .  Melee or Ranged Weapon Attack : +13 to hit, reach 10 ft. or range 20 ft./60 ft., one target.  Hit : 10 (1d6+ 7) piercing damage, or 11 (1d8 + 7) piercing damage if used with two hands to make a  melee attack , plus 14 (4d6) fire damage. \n'b'  Tail .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage plus 14 (4d6) fire damage, and the target is  grappled  (escape DC 18). Until this grapple ends, the target is  restrained , the salamander can automatically hit the target with its tail, and the salamander can\xe2\x80\x99t make tail attacks against other targets. \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,\xc2\xa0armor, 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,\xc2\xa0armor, 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.'