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Fire Salamander in Pathfinder 1e

Fire SalamanderCR 1/3

Yellow spots and stripes run from this amphibian’s wide snout to the tip of its tail.


N Diminutive Animal
Initiative: +2
Senses: low-light vision, scent; Perception -1

Defense

AC: 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
HP: 3 1d8-1
Fortitude: +1 Reflex: +4 Will: -1
Defensive Abilities: skin secretions

Offense

Speed: 10 ft., swim 20 ft.
Melee: bite +6 (1d2–4)
Space: 1 ft.
Reach: 0 ft.

Statistics

Str 2, Dex 14, Con 8, Int 1, Wis 8, Cha 6
Base Attack: +0 CMB: -2 CMD: 4 (8 vs. trip)
Feats:
Weapon Finesse
Skills: Escape Artist +6 , Stealth +18 , Swim +10
Racial Modifiers: +4 Escape Artist

Ecology

Environment: temperate forests
Organization: solitary, pair, or congress (3–10)
Treasure: none

Description

Special Abilities

Familiar the master of a fire salamander familiar gains a +3 bonus on Escape Artist checks.   Skin Secretions (Ex) A creature that strikes a fire salamander with an unarmed strike or natural weapon exposes itself to the salamander’s toxic skin and must immediately succeed at a DC 9 Fortitude save to resist being sickened for 1 round. The secretions also make the salamander difficult to grab, giving it a +4 racial bonus on Escape Artist checks. The save DC is Constitution-based.  
Despite their name, fire salamanders have nothing to do with the evil outsiders known as salamanders. These are Diminutive poisonous amphibians that can live more than 50 years. They are most active after dusk, eating earthworms, insects, slugs, and spiders. During the day, they hide amid fallen leaves or near mossy tree trunks.


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