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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8620031" data-attributes="member: 53176"><p><h3> Frost Salamander (MToF)</h3><p></p><p>Frost Salamanders are huge elementals that also resemble amphibians. Unlike the true amphibians in this book the Frost Salamander is not aquatic, unless you count living in ice as living in water. In which case their burrowing and climbing powers combined with tremorsense make them better adapted to their environment than any of their peers. </p><p></p><p>Despite being a relatively intelligent elemental with the ability to speak, the frost salamanders have an ecology similar to a beast. These Salamanders live on the Plane of Ice, and sometimes wander to similarly frigid climates on the Material Plane. Despite being vulnerable to fire, they like to hunt down and devour heat sources, including warm-blooded adventurers and their campfires. Frost Salamanders are sometimes tamed by Frost Giants for their ability to dig out caves in ice. And Azers often hunt them (by using fire as bait) for their body parts to make weapons and armor. </p><p></p><p>In combat, the CR 9 Frost Salamander will use its burrowing speed and tremorsense to get into an advantageous position, preferably one where it can use its Freezing breath. While vulnerable to fire, this breath automatically recharges when damaged by any heat, making that particular tactic a case of burning the candle at both ends, unless the PCs are packing cold resistance that is. Their multiattack is divided up into 5 separate attacks, each with 10' or greater range. This means they are very likely to draw out at least one crit in any given combat, and they have precision control of their DPR, should they down a target after an attack or two, they can switch to a new one easily. The Frost Salamander lacks a ranged attack (other than the short range on their breath weapon), but has enough advanced movement options to where that isn’t a fatal flaw for them. A burrowing speed can be used to grant total cover for escape or tactical repositioning, and if I ever had the authority to change the Tarrasque, it's something I would slap on D&Ds most famous high CR chump in a heartbeat.</p><p></p><p>The only change to the Frost Salamander’s stat block was the inclusion of its proficiency bonus as a line item (and that’s not a change if you are currently using the digital stat block from D&D beyond) Though to be fair, the Frost Salamander is an almost perfect monster to begin with.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8620031, member: 53176"] [HEADING=2] Frost Salamander (MToF)[/HEADING] Frost Salamanders are huge elementals that also resemble amphibians. Unlike the true amphibians in this book the Frost Salamander is not aquatic, unless you count living in ice as living in water. In which case their burrowing and climbing powers combined with tremorsense make them better adapted to their environment than any of their peers. Despite being a relatively intelligent elemental with the ability to speak, the frost salamanders have an ecology similar to a beast. These Salamanders live on the Plane of Ice, and sometimes wander to similarly frigid climates on the Material Plane. Despite being vulnerable to fire, they like to hunt down and devour heat sources, including warm-blooded adventurers and their campfires. Frost Salamanders are sometimes tamed by Frost Giants for their ability to dig out caves in ice. And Azers often hunt them (by using fire as bait) for their body parts to make weapons and armor. In combat, the CR 9 Frost Salamander will use its burrowing speed and tremorsense to get into an advantageous position, preferably one where it can use its Freezing breath. While vulnerable to fire, this breath automatically recharges when damaged by any heat, making that particular tactic a case of burning the candle at both ends, unless the PCs are packing cold resistance that is. Their multiattack is divided up into 5 separate attacks, each with 10' or greater range. This means they are very likely to draw out at least one crit in any given combat, and they have precision control of their DPR, should they down a target after an attack or two, they can switch to a new one easily. The Frost Salamander lacks a ranged attack (other than the short range on their breath weapon), but has enough advanced movement options to where that isn’t a fatal flaw for them. A burrowing speed can be used to grant total cover for escape or tactical repositioning, and if I ever had the authority to change the Tarrasque, it's something I would slap on D&Ds most famous high CR chump in a heartbeat. The only change to the Frost Salamander’s stat block was the inclusion of its proficiency bonus as a line item (and that’s not a change if you are currently using the digital stat block from D&D beyond) Though to be fair, the Frost Salamander is an almost perfect monster to begin with. [/QUOTE]
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