The genies shaped the first salamanders from elemental flame to serve as thralls to those wild and willful beings. For centuries, the salamanders and their descendants lived apart from the other peoples in the world, free from machinations and intrigues, but the rise of terrible evils has coaxed them out of hiding to walk the lands in their final days.
The genies formed salamanders by infusing elemental flame with their own essence, granting the fi re solidity, humanoid form, and sentience. Their fiery heritage is still evident in the tall, twisting horns rising from salamanders’ brows, the spurs growing on their arms and legs, and their crimson skin. With pupilless white eyes and long, sharp teeth, salamanders’ features range from exotic to diabolical. A typical salamander stands between 7 and 8 feet tall and can weigh up to 400 pounds.
Common Names: Azagad, Beruul, Dedan, Fereen, Heeseh, Ignez, Seekriz, Zeez.
Creating a Salamander
Starting Attribute Scores Strength 10, Agility 9, Intellect 9, Will 11
Perception equals your intellect score
Defense equals your Agility score
Health equals your Strength score
Healing Rate equals one-quarter your Health, round down
Size 1, Speed 10; Power 0
Insanity 0, Corruption 0
Language and Professions You speak Common and Firespeak, a hissing and clicking language of the flame elements.
Immune damage from disease, fire, and poison; diseased and poison
Cold Intolerant You take double damage from cold. When you take damage from cold, you also become fatigued for 1 round.
Heat At the end of the round, each creature grabbed by you or that has grabbed you must get a success on a Strength challenge roll or take 1d3 damage from the intense heat radiating from your body.
Fiery Death When you die, flames burst from a point within your space out to a number of yards equal to your group level. Everything in the area takes damage equal to 1d6 + your group level. Each creature in the area that gets a success on an Agility challenge roll takes half the damage instead.
Level 4 Salamander
Characteristics Health +5
You either learn one spell or gain Scorching Reprisal.
Scorching Reprisal When you become injured, you can use a triggered action to release a burst of flames in a 2-yard radius from a point within your space. Everything in the area takes 1d6 damage. Each creature in the area that gets a success on an Agility challenge roll instead takes no damage.
Salamander Appearance
3d6 | Appearance |
---|---|
3 | You have a monstrous appearance that even your own people find unsettling. A profusion of horns and spurs erupt from all over your body, and your skin is a sickly, blotchy color. Your visage is a snarling mass of bone and fl esh, eyes yellowed and dull. |
4 | You are a fi retail, an offshoot of the salamander race born with a serpentine tail instead of legs. Aside from this mutation, your features are those of other salamanders. Your tail imposes a –2 penalty to your Speed but grants you 1 boon on attack rolls made to grab. |
5-6 | You have crude, brutish features with mottled orange-and-black skin. You are considered plain or even unattractive by your people. |
7-8 | You have 1d6 + 3 toothlike horns growing from the top of your head. Your skin is rough and scaly, pierced by bizarre bone spurs all over your body. |
9-12 | You have the appearance of a typical salamander. |
13-14 | You are attractive for a salamander. Your horns are smooth and spurs small. |
15-16 | You are striking for a salamander. Your black horns are smooth and polished, your eyes blaze with an inner radiance, and your skin is warm and unbroken by spurs. |
17 | You are beautiful, even by the standards of other peoples. You have attractive features and a presence that grabs attention. You have no bone spurs, and only two small horns sprout from your forehead. |
18 | Your appearance sets you apart from nearly all of your kind. You have a shapely or muscular form with striking features. The horns and spurs common to your race are arranged in such a way that almost everyone finds you appealing and perhaps a little exotic. |