From 2e AD&D MM
Rare, Tribal, Canivores, Low Intelligence, Treasure: K,M, (F)
Firenewts, also known as salamen, are distant relatives of lizardmen. They are cruel marauders that roam hot regions.
The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an ee1. The eyes are deep crimson. Females are slightly shorter (5'½’ tall) and a duller brown. The young are lighter but darken as they mature.
Combat
Firenewt warriors (the most common variety) are typically armored in chain mail and carry one or two weapons — pike and sword (45%), sword only (25%), pike and lend axe (20%), or battle axe (10%). For every ten warriors encountered, there is one elite warrior with 3+3 Hit Dice and Armor Class 3 (chain mail plus Dexterity bonus). Elite warriors carry battle axes.
For every 30 warriors encountered, there is a priest with 3+3 HD, AC 5, and the following spells, usable once each day: animal friendship, faerie fire, predict weather, produce flame, heat metal, and pyrotechnics. Priests carry maces.
All firenewts have a limited breath weapon. Once a turn they can breathe fire on a foe directly in front of them. This flame has a 5-foot range and inflicts 1d6 points of damage; a successful saving throw vs. breath weapon reduces the damage by half.
A firenewt is highly resistant to fire-based attacks and saves with a +3 bonus against them. In addition, all fire-based attacks that do affect it are reduced by 1 point of damage per die of the attack (minimum: 1 point/die). Conversely, a firenewt saves with a -3 penalty against cold-based attacks; such damage is increased by 1 hit point per die of the attack.
Fully 33% of firenewts encountered on the surface, 90% of elite warriors, and all priests are mounted on giant striders.