Magmin
Small elemental, chaotic neutral
Armour Class: 14 (natural armour)
Hit Points: 9 (2d6 + 2)
Speed: 30 ft.
STR | DEX | CON |
7 (−2) | 15 (+2) | 12 (+1) |
INT | WIS | CHA |
8 (−1) | 11 (+0) | 10 (+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)
Abilities
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.