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D&D · SRD 5.1 (5e, 2014)

Magmin Small Elemental, Chaotic Neutral

Armor Class
14 (natural armor)
Hit Points
9 (2d6 + 2)
Speed
30 ft.
STRDEXCONINTWISCHA
SCORE7151281110
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.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal