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Magmin

Small elemental, chaotic neutral

Armor Class
14
natural armor
Hit Points
9
2d6 + 2
Speed
30 ft.
  • STR -2
  • DEX +2
  • CON +1
  • INT -1
  • WIS 0
  • CHA 0
Damage Resistances
bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities
fire
Senses
darkvision 60 ft., passive Perception 10
Languages
Ignan
Challenge 1/2 100 XP · Proficiency +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 Weapon Attack: +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.

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