Salamander, Frost
Giant six-legged lizard from the Elemental Plane of Water with ice-colored scales
Basic Fantasy Role-Playing Game
| Armor Class | 21 (m) |
|---|---|
| Hit Dice | 12* (+10) |
| Number Appearing | 1d3, Wild 1d3, Lair 1d3 |
| Attacks | 4 claws/1 bite + cold |
| Damage | 1d6/1d6/1d6/1d6/2d6 + 1d8/round |
| Movement | 40' |
| Save As | Fighter: 12 |
| Morale | 9 |
| XP | 1975 |
| Treasure Type | E |
Frost salamanders come from the Elemental Plane of Water. They look like giant lizards with six legs. Their scales are the colors of ice, white, pale gray and pale blue. Frost salamanders are very cold, and all non- cold-resistant creatures within 20’ suffer 1d8 points of damage per round from the cold. Frost salamanders are completely immune to all types of cold-based attacks. They are quite intelligent; all speak the language of the Plane of Water, and many also speak Common, Elvish, and/or Dragon.
Flame and frost salamanders hate each other, and each type will attack the other on sight, in preference over any other foe. If summoned by a Magic-User, a salamander is often assigned to protect a location, doorway, or treasure hoard; in such a case, the salamander will attack anyone attempting to gain unauthorized access to the protected area. Those which arrive through natural rifts may have any goals or motivations the GM wishes, and thus may choose to parley, fight, or even ignore adventurers.
Special Abilities
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 3 [16] |
|---|---|
| Hit Dice | 12* (54hp) |
| Number Appearing | 1d3 (1d3) |
| Attacks | 4 × claw (1d6), 1 × bite (2d6), 1 × cold aura (1d8) |
| THAC0 | 10 [+9] |
| Movement | 120' (40') |
| Saving Throws | D6 W7 P8 B8 S10 (12) |
| Morale | 9 |
| Alignment | Chaotic |
| XP | 1900 |
| Treasure Type | E |