Salamanders are the fiery analogue to water weirds, galeb duhrs and invisible stalkers, but they’re significantly more independent-minded, serving only efreets (and those only reluctantly and resentfully). They have a society of their own, on the Elemental Plane of Fire, and if they’re hanging out on the material plane, they’re probably doing so against their will.
As fighters, salamanders are shock troops. Their exceptional Strength is coupled with high Dexterity and Constitution (their Con is higher than their Dex, though not significantly so): they can engage in either toe-to-toe slugfests or hit-and-run attacks, but in general they’ll favor melee over ranged attacks, because they can do much more damage at close range.
Salamanders are immune to fire attacks, vulnerable to cold attacks and resistant to physical damage from nonmagical weapons. Thus, they’re more cautious around foes who wield magic weapons, as well as spellcasters who sling frost spells. Because of their choleric temperament, however, this caution is as likely to result in focused fire (pun intended) as in avoidance. (more…)