Magmin | Monsters
Type | Elemental |
---|---|
Hit Points | 9 (2d6 + 2) |
Armor Class | 14 |
Challenge | 1/2, 100 XP |
Speed | 30 Ft. |
Size | Small |
Alignment | Chaotic Neutral |
Languages | Ignan |
Senses | Darkvision 60 Ft., Passive Perception 10 |
Skills | |
Damage Immunities | Fire |
Damage Immunities | Bludgeoning, Piercing, And Slashing From Nonmagical Weapons |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
7 | 15 | 12 | 8 | 11 | 10 |
Description
Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. 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 ft.
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 target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.