Magmin
Small elemental, chaotic neutral
- Armor Class 14 (natural armor)
- Hit Points 9 (2d6 + 2)
- Speed 30 ft.
|
Str. |
Dex. |
Con. |
Int. |
Wis. |
Cha. |
| Score |
7 |
15 |
12 |
8 |
11 |
10 |
| Modifier |
-2 |
+2 |
+1 |
-1 |
+0 |
+0 |
| Saving Throw |
-2 |
+2 |
+1 |
-1 |
+0 |
+0 |
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire
- Senses darkvision 60 ft., passive Perception 10
- Languages Ignan
- Challenge 1/2 (100 XP)
Traits
Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.