Magmin
CR 1/2 Elemental
Small Elemental, Chaotic Neutral
- AC
- 14 (natural armor)
- Initiative
- +2 (12)
- HP
- 13 (3d6 + 3)
- Speed
- 30 ft.
| Ability | Score | Mod | Save | Ability | Score | Mod | Save | Ability | Score | Mod | Save |
|---|---|---|---|---|---|---|---|---|---|---|---|
| STR | 7 | -2 | -2 | DEX | 15 | +2 | +2 | CON | 12 | +1 | +1 |
| INT | 8 | -1 | -1 | WIS | 11 | +0 | +0 | CHA | 10 | +0 | +0 |
- Immunities
- Fire
- Senses
- Darkvision 60 ft.; Passive Perception 10
- Languages
- Primordial (Ignan)
- CR
- 1/2 (XP 100; PB +2)
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. Hit: 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.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Text prepared from downfallx/dnd-5e-srd-markdown and structured data from Open5e, both CC BY 4.0.