Page 213 - Monster Manual [11th Print]
P. 213
MAG MIN
Small elemental, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
1
7 (-2) 15 (+2) 12 (+ ) 8 (-1) 11 (+O) 10 (+O)
A grinning, mischievous magmin resembles a stumpy
humanoid sculpted from a black shell of magma. Even Damage Resistances bludgeoning, piercing, and slashing from
when it isn't ablaze and radiating heat like a bonfire, nonmagical attacks
fi
small jets of flame erupt from its porous skin. Damage Immunities r e
Summoned P y romaniacs. Magmins are fire Senses darkvision 60 ft., passive Perception 10
elemental spirits bound into physical forms by magic, Languages lgnan
and they appear in the Material Plane only when Challenge 1/2 (100 XP)
summoned. They view flammable objects as kindling
for a grand conflagration, and only the magical control Death Burst. When the magmin dies, it explodes in a burst of
exerted by their summoners keeps them from setting fire and magma. Each creature within 10 feet of it must make
fi
1
everything they touch ablaze. Their propensity for fire a DC 1 Dexterity saving throw, taking 7 (2d6) r e damage on
and havoc makes them ideal for spreading chaos and a failed save, or half as much damage on a successful one.
destruction. A mob of magmins summoned inside a Flammable objects that aren't being worn or carried in that
castle can reduce it to a burning shell within minutes. area are ignited.
Fiery Destruction. Although its flame is potent, the Ignited Illumination. As a bonus action, the magmin can set
magmin's hard magma shell prevents it from instantly itself ablaze or extinguish its flames. While ablaze, the magmin
igniting everything it comes into contact with. However, sheds bright light in a 10-foot radius and dim light for an
like the fires inside them, magmins are capricious and additional 10 feet.
unpredictable. Moreover, as simple elemental creations,
they are oblivious to the harm their native element ACTIO N S
causes creatures of the Material Plane. T o uch. Melee Weapon Attack: 4 to i t, reach 5 ft., one
h
+
If it has the opportunity while in service to its master, target. Hit: 7 (2d6) r e damage. If the target is a creature or a
fi
a magmin seeks out areas of great heat, such as forest flammable object, it ignites. n til a creature takes an action to
U
fi
fires or the bubbling magma of an active volcano. At douse the r e, the target takes 3 (ld6) fire damage at the end
other times, a magmin compulsively looses fire from its of each of its turns.
• fingertips, delighting in setting objects ablaze.
MAG\fIN
2 1 2

