Small elemental, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
|7 (-2)||15 (+2)||12 (+1)||8 (-1)||11 (+0)||10 (+0)|
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Challenge 1/2 (100 XP)
- 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.
- 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.
The following description was not included in the official SRD, and does not affect any rules or mechanics written therein.
Built of fire and magma, this short humanoid radiates intense heat that causes the air around it to shimmer.