Small elemental, Chaotic 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) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | fire |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | Ignan |
| Challenge | 1/2 |
When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet 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.
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 feet.
Melee Attack Roll: +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 creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
Small elemental, Chaotic Neutral
| Armor Class | 14 |
|---|---|
| Hit Points | 13 (3d6 + 3) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | fire |
| Condition Immunities | — |
| Senses | Darkvision 60 ft., passive Perception 10 |
| Languages | Primordial (Ignan) |
| Challenge | 1/2 |
The magmin explodes when it dies. dex DC 11, each creature in a 10-foot Emanation [Area of Effect] originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage.
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.