Noble Salamander

Size/Type: Large Outsider (Extraplanar, Fire)
Hit Dice: 12d8+96 (180hp)
Initiative: +8
Speed: 80ft.
Armor Class: 32 (+8 dex, +15 natural, -1 size)
Base Attack/Grapple: +12/+26
Attack: +4 Flaming Burst
Gigas Spear +25 (4d6+1d6+1[fire]+4d6+4[fire]+19) or Claw +21 (1d8+4d6+4[fire]+10) or Tail +21 (3d6+4d6+4[fire]+20+improved grab)
Full Attack: +4 Flaming Burst
Gigas Spear +25/+20/+20 (4d6+1d6+1[fire]+4d6+4[fire]+19) and Tail +21 (3d6+4d6+4[fire]+20+improved grab) or 2 Claws +21 (1d8+4d6+4[fire]+10) and Tail +21 (3d6+4d6+4[fire]+20+improved grab)
Space/Reach: 10ft./10ft. (15ft. with spear) (20ft with tail)
Special Attacks: Spells, Spell-Like Abilities, Breath Weapon, Burn, Tail Sweep, Improved Grab
Special Qualities: DR15/-, Scent, SR22, Immunity to Sleep, Charm, and Paralysis effects.
Saves: Fort +16 Reflex +16 Will +13
Abilities: Str 30 Dex 26 Con 26 Int 20 Wis 20 Cha 24
Skills:
Feats:
Pyrokinisis,
Power Attack,
Short Haft,
Sniper Breath Weapon,
Incinerate
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or noble party (9-14)
Challenge Rating: 12
Treasure: Triple Standard
Alignment: Usually Lawful Evil
Advancement: By Class Level: (Favored Classes: Fighter and Sorcerer)
Level Adjustment: +0
Enormous armies and huge kingdoms of salamanders (both lesser and normal) serve the noble caste of the race, as do most other creatures of heat and flame. Occasionally, however, these formidable bloods wander about alone, even traveling to other planes. Chant is these plane-hoppers are really exiles, banished for their transgressions. Others believe that they simply search for means and methods of seizing more power and that the wandering salamander nobles are free to return to their home at any time. Both theories sound plausible.
Salamander nobles recognize no authority above their own. They do their best to ignore beings like Imix or Zaaman Rul, and they stay out of the way of powers on the plane of Fire. Some fiery creatures – including certain elementals, grue, azer, mephits, hell hounds, and fire minions – look upon the nobles as masters. The efreet, as a rule, hate the salamander nobles but grudgingly respect their strength.
Despite all their underlings, these powerful bloods are true loners. Lesser salamanders fear them too much to give them anything but blind obedience. Other nobles (even family) regard them as rivals and enemies. If life as a salamander noble has any drawbacks, it’s that the tyrant has no confidants, companions, or real allies – only servants.
Most nobles live in fabulous fortresses or palaces on the Elemental Plane of Fire. Each is a unique individual with a very different dwelling and personality. But one thing a berk can count on is that all salamander nobles are cruel masters that spend a great deal of time and energy imposing order and organization upon their chaotic lessers.
This is not without purpose though. These bloods are constantly at odds with the other races of the Plane of Fire, mainly the Efreet. They are frequently at war with the genies, and even when not, the peace is uneasy. Efreet constantly enslave the salamanders, and the salamanders do the same to any Efreet they capture.
Salamanders do not get along with other races well. They respect the Azers for their excellent craftsmanship, but otherwise have no real interest in them. Magmin are considered nothing more than pests, to be eradicated whenever possible. Elementals are kept as slaves and footsoldiers, while Mephits are served as snacks and meals. Fire Giants stand at odds with Salamanders, and the two frequently clash. Occasionally a Salamander holding will be lucky enough to have a Red or Gold dragon make it's lair near it. A deal is often brokered, where the Salamanders provide the dragon with a steady flow of treasure in exchange for aid in combat and protection.
Salamanders usually do not get along with other Salamanders as well. Many Salamander holdings despise each other due to generations long blood feuds. This occasionally erupts into outright war, though this is usually brief. However, grudges and hatred still simmers beneath the surface, just waiting to boil over once more.
In relation to non-[fire] creatures their reactions tend to be mixed. A mortal spellcaster capable of reaching and surviving the Plane of Fire unaided is a very powerful figure, and is met by salamanders with some level of awe and respect. However, other times, they will attempt to enslave foriegners, seeking exotic slaves. In relation to adventures, they occasionally request their aid in actions against the Efreet or a rival clan, thus ensuring their own clans safety.
Combat:
Burn (Su): A Noble Salamander deals an extra 1d6/3CR (round up) fire damage per round on all it's melee attacks. Anything that grapples the Noble Salamander, attacks it with natural weapons or unarmed attacks, or in any way comes into contact with it takes this damage as well. The Noble Salamander can suppress this ability if it wishes.
Breath Weapon (Su): A Noble Salamander can breathe fire in a 60ft. cone dealing 12d10+12 damage (Reflex DC24 half). Once used, this cannot be used again for 1d4 rounds.
Spell-Like Abilities: At Will: Produce Flame, Scorching Ray, Pyrotechnics, Wall of Fire,
Control Temperature (hotter only),
Fire Sweeper,
Darsson's Fiery Furnace,
Ur Fireball,
Chaos Blaze, Summon Monster VII, 1/day:
Rain of Fireballs
Psi-Like Abilities: At Will: Energy Bolt (fire only), 1/Minute: Energy Current (Fire Only), 1/day: Fiery Discorporation
Spells: A Noble Salamander casts spells as a 10th level
sorcerer.
Spells/Day: ?/8/8/8/7/5
Typical Spells Known: 9/8/7/6/5/4
0: Prestidigitation, Arcane Mark, Ghost Sound, Detect Magic, Read Magic, Mage Hand, Resistance, Dancing Lights, Mending
1: Alarm, Shield, Identify, Color Spray, Expeditious Retreat, Magic Missile, Detect Secret Doors, Chill Touch, Silent Image,
2: Fog Cloud, Glitterdust, Blindness/Deafness, See Invisibility, Resist Energy, Blur, Web
3: Dispel Magic, Stinking Cloud, Suggestion, Major Image, Fly, Slow
4: Greater Invisibility, Black Tentacles, Solid Fog, Polymorph, Fear
5: Mordenkainan's Private Sanctum, Teleport, Telekinesis, Wall of Force
Tail Sweep (Ex): As a standard action, a Noble Salamander can sweep it's tail an a semicircle equal to half it's reach, dealing it's tail attack damage to each creature in the area (Reflex DC26 half). It may not use it's Improved Grab ability, but instead, a creature which fails it's save is knocked prone.
Improved Grab (Ex): If a Noble Salamander hits with it's tail attack, it may start a grapple as a free action without provoking an attack of opportunity. Should it succeed, it may constrict, dealing twice it's tail damage every round to the victim. If grappling a creature smaller than it, it may still act normally and even still make tail attacks (though it can't grapple another creature with it). If the tail attack hits, both the victim and the target take damage.