rpg—rules

monster

Magmin

Small Elemental, Chaotic Neutral

Armor Class
14
Hit Points
13 (3d6 + 3)
Challenge rating
1/2
CHA
10 (+0)
CON
12 (+1)
DEX
15 (+2)
INT
8 (-1)
STR
7 (-2)
WIS
11 (+0)

Small Elemental, Chaotic Neutral

AC 14 · Initiative +2 (12)

HP 13 (3d6 + 3)

Speed 30 ft.

Ability Score Mod Save
Str 7 −2 −2
Dex 15 +2 +2
Con 12 +1 +1
Int 8 −1 −1
Wis 11 +0 +0
Cha 10 +0 +0

Immunities Fire

Senses Darkvision 60 ft.; Passive Perception 10

Languages Primordial (Ignan)

CR 1/2 (XP 100; 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 (2d6) Fire damage. Success: Half damage.

Actions

Touch. 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.

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.

Source · SRD 5.2.1 · page 305