Salamander
Source: Starfinder #14: Soldiers of Brass
CR: 6 XP: 2,400
NE Medium outsider (extraplanar, fire)
Init.: +1 Senses: darkvision 60 ft. Perception: +13
Defense
HP: 90
EAC: 18 KAC: 20
Fort: +10 Ref: +8 Will: +5
Offense
Speed: 20 ft.
Melee: tactical pike multitool +17 (1d8+9 B, P, or S) or tail slap +17 (1d8+9 B & F plus grab; critical burn 1d6)
Ranged: static arc rifle +15 (1d12+6 E; critical arc 1d6)
Offensive Abilities: elemental fire
Statistics
Str: +3 Dex: +1 Con: +5 Wis: +0 Int: +1 Cha: +1
Skills: Engineering +18, Intimidate +13, Stealth +13
Languages: Common, Ignan
Gear: freebooter armor II, tactical pike multitool with 1 battery (20 charges), static arc rifle with 2 high-capacity batteries (40 charges each)
Ecology
Environment: any warm (Plane of Fire)
Organization: solitary, pair, or cluster (3–6)
Special Abilities
<p><b>Elemental Fire (Su)</b> Salamanders can cause any weapon they wield to deal half its damage as fire damage, and to become lethal and non-archaic. If the weapon already deals two damage types, this effect replaces one with fire. In addition, salamanders can grant weapons they wield the burn critical hit effect (1d4, 2d4 at CR 6, 3d4 at CR 11, and 3d4 at CR 16+). If the weapon has any other critical hit effects, the salamander chooses only one to apply on a critical hit.</p>