Magmin
Small Elemental
, Chaotic Neutral
• Armor Class: 14
• Hit Points: 9 (2d6+2)
• Speed: 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
7 (-2) |
15 (+2) |
12 (+1) |
8 (-1) |
11 (+0) |
10 (+0) |
• Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
• Senses:
darkvision 60 ft.
• Languages:
Ignan
• Challenge:
1/2 (100 XP)
• Environments:
Dungeon, Planar, Ruins, Urban
• Death Burst:
When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. 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 ft.
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 creature takes 3 (1d6) fire damage at the end of each of its turns.