Page 213 - D&D Bestiary
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Small el~mental, obaotic neutral

                                                               Armor Class 14  (natural armor)
                                                               Hit Points 9 (2d6 + 2)
                                                              · Speed 30 ft.

                                                                 STR    DEX    CON     INT    WIS     CHA
                                                                7 (-2)   15  (+2)   12  (+1)   8 (-1)   11  (+0)   10  (+0)
            · 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 weapons
             small jets of flame erupt from its porous skin.   Damage Immunities fire
              Summoned Pyromaniacs. Magmins are fire           Senses darkvision 60ft., passive Perception 10
             elemental spirits bound into physical forms by magic,   L:anguages  lgnan
                                                               Challenge 1/2 (100 XP)
             and they appear in the Material Plane only when
             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
             everything they touch ablaze. Their propensity for fire   a DC 11  Dexterity saving throw, taking 7 (2d6)  fire  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
            ';c~~tle 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   additional10 feet.
             unpredictable. Moreover, as simple elemental creations,
             they are oblivious to the harm their native element   ACTIONS
             causes creatures of the Material Plane.           Touch.  Melee Weapon Attack: +4 to hit,  reach 5 ft.,  one
              If it has the opportunity while in service to its master,   target. Hit:  7 (2d6) fire damage. If the target is  a creature or a
             a magmin seeks out areas of great heat, such as forest   flammable object, it ignites. Until a creature takes an  action to
             fires or the bubbling magma of an active volcano. At   douse the fire,  the creature takes 3 (1d6)  fire damage at the end
             other times, a magmin compulsively looses fire from its   of each of its turns.
             fingertip§, delighting in setting objects.ablaze.   lfu  -
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