Magmin

Small elemental, Chaotic Neutral

Armor Class14 (natural armor)
Hit Points9 (2d6 + 2)
Speed30 ft.
STRDEXCONINTWISCHA
7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 10 (+0)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancesbludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiesfire
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 10
LanguagesIgnan
Challenge1/2

Traits

Death Burst.

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.

Ignited Illumination.

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.

Actions

Touch.

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.