Magmin 2014
CR 1/2 elemental
Small elemental, chaotic evil
When the magmin dies, it collapses into a Tiny cinder cone. On initiative count 20 after the magmin dies, the cinder cone erupts in a burst of fire and lava. Each creature within 10 feet of the cone must make a DC 11 DEX save, 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.
While the magmin isn't ablaze, it is resistant to piercing and slashing damage from nonmagical attacks, and it is vulnerable to thunder damage.
While the magmin is ablaze, each creature that hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 3 (1d6) fire damage.
Bonus Actions
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.
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details