Familiar, Fire SalamanderYellow spots and stripes run from this amphibian’s wide snout to the tip of its tail.Fire Salamander CR 1/3Source Ultimate Wilderness pg. 196 XP 135 N Diminutive animal Init +2; Senses low-light vision, scent; Perception –1DefenseAC 16, touch 16, flat-footed 14 (+2 Dex, +4 size) hp 3 (1d8–1) Fort +1, Ref +4, Will –1 Defensive Abilities skin secretionsOffenseSpeed 10 ft., swim 20 ft. Melee bite +6 (1d2–4) Space 1 ft., Reach 0 ft.StatisticsStr 2, Dex 14, Con 8, Int 1, Wis 8, Cha 6 Base Atk +0; CMB –2; CMD 4 (8 vs. trip) Feats Weapon Finesse Skills Escape Artist +6, Stealth +18, Swim +10; Racial Modifiers +4 Escape ArtistEcologyEnvironment temperate forests Organization solitary, pair, or congress (3–10) Treasure noneSpecial AbilitiesSkin 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.DescriptionDespite 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.
Fire salamanders are 6 to 10 inches long and weigh only 2 ounces.Creatures in "Familiar" CategorySource Pathfinder RPG Bestiary pg. 131 Presented here are the base animal statistics for all of the most commonly used familiars—of course, these statistics can also be used for normal animals as well. Small animals like these use Dexterity to modify Climb and Swim checks.
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