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
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