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.

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.