Monster · CR 1/2 (100 XP) · 2024 rules

Magmin

Small elemental, chaotic neutral

  • Armor Class 14 (natural armor)
  • Hit Points 13 ()
  • Speed 30 ft.
  • Initiative +2 (12)
  • Immunities fire
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Primordial (Ignan)
  • Challenge 1/2 (100 XP; PB +2)

Traits

Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 () Fire damage. Success: Half damage.

Actions

Touch. Melee Attack Roll: , reach 5 ft. Hit: 7 () Fire damage. If the target is a creature or a flammable object that isn’t being worn or carried, it starts burning.

Bonus Actions

Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits