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Magmin 2014

CR 1/2 elemental

Small elemental, chaotic neutral


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

STR7 (-2)
DEX15 (+2)
CON12 (+1)
INT8 (-1)
WIS11 (+0)
CHA10 (+0)

Saving Throws
Skills
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
fire
Senses
darkvision 60 ft., passive Perception 10
Languages
Ignan
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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 target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Environments: Caves, Desert, Laboratory, Mountain, Plane of Fire

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details