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 |
| MOD | -2 | +2 | +1 | -1 | +0 | +0 |
| SAVE | -2 | +2 | +1 | -1 | +0 | +0 |
- Resistances
- Bludgeoning, Piercing, and Slashing from nonmagical attacks
- Immunities
- Fire
- Senses
- darkvision 60 ft.; Passive Perception 10
- Languages
- Ignan
- CR
- 1/2 (XP 100)
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.