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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Magmin/

Magmin

Magmin

Small elemental, chaotic neutral
  • Armor Class 14 (natural armor)
  • Hit Points 9 (2d6+2)
  • Speed 30 ft.
  • STR
    7 (-2)
  • DEX
    15 (+2)
  • CON
    12 (+1)
  • INT
    8 (-1)
  • WIS
    11 (+0)
  • CHA
    10 (+0)
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 1/2 (100 XP)
  • 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.

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