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Description

(From Planescape: Monstrous Compendium Appendix III - 1998):


The following account was taken from the Journals published by Kivbis Nom, a philosopher and scholar. These works were eventually re-edited and issued as Re-examining the Facts: What You Know Can Hurt You. Nom was a wellknown proponent of the idea that old lore is just that - old. He believed scholars should constantly travel and research to make sure their facts are as up-to-date and accurate as possible.


"Ah, the life of a planar biologist. Categorizing the strange and varied forms of existence found on the planes is a task far too great for any mortal, but still one must try. Take, for example, the frost salamander. The name, given to it by some graybeard, says volumes. Obviously, some basher thought this creature was related somehow to the salamanders of the Elemental Plane of Fire. Now, how could that possibly be? They don't even look terribly similar. Yet the name stuck. 


"Even if a body found something in their natures that suggested that the two types of 'salamanders' really could be related, it still staggers the imagination that a learned man could contemplate such a thing. The creatures come from different planes. Sure, a school of thought called parallelism claims that all the Inner Planes have certain aspects in common - including inhabitants. Still, even most proponents of parallelism feel that it only applies to the four basic Elemental Planes. Were we debating the existence of an earth salamander or an air salamander, there might be some validity to the argument. But instead, some planar biologist came up with the bright idea that a creature from the Elemental Plane of Fire had some relatives on the Paraelemental Plane of Ice. Oh well. Maybe it seemed like a good idea at the time. 


"Enough of what the frost salamander isn't. On to what it is. Its long, icy-blue serpentine body sports six powerful clawed limbs, a long tail, and a reptilian head. These multiple sharp claws allow it to move along even nearly vertical ice-covered surfaces. The creature's mouth is filled with translucent, iciclelike teeth and its eyes sparkle with the icy blue-whiteness of the plane from which it hails. 


"Frost salamanders have a rudimentary grasp of planar common, and they're smart enough to be angered - and insulted at being called salamanders. They have no other name for themselves, though. It's just not in their nature." 


Combat: An intense cold encircles a frost salamander, more intense even than that produced by an ice paraelemental. Anyone within 20 feet of the creature suffers 1d8 points of cold damage per round. 


In battle, a frost salamander takes the direct approach. No plans, no coordination - just rip the prey apart and be done with it. A frost salamander never uses weapons. Instead, it rears up on its back two legs 1+. and uses the front four to rake opponents (its long claws cause 1d6 points of damage each). These attacks accompany its savage bite (which inflicts 2d6 points of damage). 


The closest thing to tactics employed by the beast is its tendency to lair next to a near-frozen pool so it can push victims into the icy water. This reflects more on the frost salamander's preference for frozen meat than it does on its shrewd planning skills, however. Opponents in the water, it hopes, will die of hypothermia in the freezing liquid before being able to pull themselves up. At the very least, the intense cold of the water weakens potential prey. 


It takes a magical weapon of +1 or better enchantment to strike a frost salamander. However, the beast suffers 1 additional point of damage per die from fire and heat-based attacks. It also suffers 1 point of damage per turn if in an area where the temperature is significantly above freezing. 


Habitat/Society: Frost salamanders lair in icy caverns, often with a near-frozen pool within. They keep at least a portion of the pool open to allow themselves entry to the cavern; the pool also serves as their larder. Frost salamanders don't interact with other beings on any level other than that of predator/prey. Although usually solitary, frost salamanders found together will be a mated pair, sometimes with a single young. 


Chant is, someone once tried to prove a relationship between "ordinary" salamanders and frost salamanders. In order to do so, the berk brought some of both species together. The result was a huge, destructive battle and an everlasting enmity between the two types of creatures. Survivors of the battle who still clung to the idea that the creatures were related weren't disheartened, though, and they claimed that the feverish hatred the beasts showed for each other proved a link of some kind. (Such dedicated philosophers and theorists have a way of "proving" anything.) Most other folks believe that the two species' hatred erupted from the natural conflict between creatures of fire and ice - antithetical to each other, they could not help but detest each other on sight. 


Ecology: These creatures can eat anything organic, as long as it's frozen. No relationship exists between frost salamanders and ice paraelementals, the most common residents of the paraplane of Ice. Chant around Sigil a few years back said that some intelligent, pacifistic frost salamanders had been encountered deeр within the plane of Ice. This has never been confirmed, however.





(From Mordenkainen's Tome of Foers - 2018):


Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates.


Devourers of Heat. The frost salamanders’ aggression appetite for any heat source leads them to attack settlements they come across. They might mistake the fire of a forge or a campfire for a large, tasty meal, drawing them to attack expeditions and settlements that other predators would avoid. Azers sometimes venture into the Frostfell, where they use large fires to lure frost salamanders into traps to kill them and collect their hides and fangs for use in crafting weapons and armor.


False Refuge. Although frost salamanders can burrow their way through loose soil, they prefer to dig into the ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, becoming ever larger as they claw fresh chunks of ice from the walls of their lairs.


A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs.


On rare occasions, frost giants capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses.





(From 3rd Edition Monster Manual II - 2002):


Frost salamanders can be found in many extremely cold places on the Material Plane. Ice caves, glaciers, frozen lakes, and other places where the temperature seldom rises above freezing are their favorite haunts. 


A frost salamander’s ice-blue, serpentine body has six legs, a long tail, and a reptilian head. Its claws are equipped with talons that resemble icicles. These claws not only make vicious weapons, they allow the creature to climb any ice-covered surface— even a vertical wall. 


Frost salamanders are omnivorous, but they prefer their food frozen. If prey is plentiful, they may keep particularly delectable items, such as yetis and adventurers, frozen in their lair for years until the right craving strikes them. 


Combat: In combat, a frost salamander rears up on its two hind legs and slashes with all four front legs while biting with its vicious teeth. It might also try bull rushing an enemy backward into a pool of freezing water. 


Cold Aura (Ex): A frost salamander emanates such intense cold that each creature within 20 feet takes 1d8 points of cold damage per round (no saving throw). Magical effects that shield against cold work against this aura, but normal measures (such as heavy furs or insulation) do not. 


Cold Subtype (Ex): A frost salamander is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.

Alternate Versions

Size

Hero Forge: 6 ft. (XL)
Lore: Large to Huge
Suggested: Large to Gargantuan

Other Monikers

None

Abilities

- Freezing breath AOE attack
-Damaging cold aura
- Claw and bite attacks
- Immune to Cold
- Vulnerable to fire but recharges freezing breath
- Fast, can burrow and climb

Appearance

This creature looks like a large lizard with white or blue-white scales. Its six legs end in vicious claws that allow it to move along even the slickest ice. Frost salamanders have blue eyes and translucent white teeth that look like icicles.

Home Plane

Paraelemental Plane of Ice

Stat Block

5th Edition: 

- Mordenkainen's Tome of Foes (2018)

- Angry Golem Games

- DndBeyond

3.5e:

- Realmshelps.net

2nd Edition: 

- mojobob's website

Sources

- Forgotten Realms Wiki

- Mordenkainen's Tome of Foes (2018)

- Angry Golem Games

- DndBeyond

- 3rd Edition Monster Manual II (2002)

- Planescape: Monstrous Compendium Appendix III (1998)

- 2nd Edition Monstrous Manual (1993)

- mojobob's website

Frost Salamander

Huge Elemental, Unaligned

Deva Movanic Male-turnaround.gif
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