OmnisGM/ rules
Magmin

MagminSmall Elemental, Chaotic Neutral

Armor Class
14
Hit Points
13 (3d6 + 3)
Speed
30 ft.
Initiative
+2 (12)
STRDEXCONINTWISCHA
SCORE7151281110
MOD-2+2+1-1+0+0
SAVE-2+2+1-1+0+0
Immunities
Fire
Senses
darkvision 60 ft.; Passive Perception 10
Languages
Primordial (Ignan)
CR
1/2 (XP 100)

Traits

Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage.

Actions

Touch. Melee Attack Roll: +4, reach 5 ft. 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn't being worn or carried, it starts burning.

Bonus Actions

Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Build your character in OmnisGMAn interactive character sheet — for these very rules.
Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Converted to Markdown, split into pages and cross-linked by OmnisGM. Legal
Images © OmnisGM — not part of the SRD and not covered by its license.
Dungeons & Dragons and D&D are trademarks of Wizards of the Coast LLC. OmnisGM is an independent project, not affiliated with or endorsed by Wizards of the Coast.