Size:
Type:
± Elemental
Form:
Temper:
# App:
± 1d4, Wild 2d3, Lair 1d4
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30'
Climb/Arboreal:
Flight:
± 60'
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws
Circumstance: Combat
1d6 claw, 1d8 bite
Offense
1 bite
Circumstance: Combat
1d6 claw, 1d8 bite
Special
Nearly Transparent
Hard to spot, surprising on 1-4 on 1d6.
Special
Surrounding Winds
All creatures within 20 feet must save vs. Petrify or be pushed 1d6×10 feet away. Those who succeed are reduced to half movement.
Special
Missile Deflection
Powerful wind deflects missile weapons in a fashion nearly identical to the spell protection from normal missiles.
Special
Languages
Can speak the language of the Element of Air, and many also know Elvish, Common, or Dragon.
Environments
planar
Giant winged lizard from the Element of Air, nearly transparent and surrounded by strong winds
Wind Salamanders come from the Element of Air. A wind salamander looks like a giant winged lizard, similar to a dragon but more sleek. It is nearly transparent, making them hard to spot and surprising on 1-4 on 1d6.
A wind salamander is constantly surrounded by strong winds, and all creatures within 20 feet must save vs. Petrify or be pushed 1d6×10 feet away. Those who succeed at this saving throw are reduced to half movement. This powerful wind deflects missile weapons in a fashion nearly identical to the spell **protection from normal missiles**.
Wind salamanders are intelligent and can speak the language of the Element of Air, and many will also know Elvish, Common, or Dragon.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Giant winged lizard from the Element of Air, nearly transparent and surrounded by strong winds
Wind Salamanders come from the Element of Air. A wind salamander looks like a giant winged lizard, similar to a dragon but more sleek. It is nearly transparent, making them hard to spot and surprising on 1-4 on 1d6.
A wind salamander is constantly surrounded by strong winds, and all creatures within 20 feet must save vs. Petrify or be pushed 1d6×10 feet away. Those who succeed at this saving throw are reduced to half movement. This powerful wind deflects missile weapons in a fashion nearly identical to the spell **protection from normal missiles**.
Wind salamanders are intelligent and can speak the language of the Element of Air, and many will also know Elvish, Common, or Dragon.
Basic Fantasy Field Guide Omnibus