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Magmin

Magmin CR: 1/2

Small elemental , chaotic neutral
Armor Class: 14 (natural armor)
Hit Points: 9 (2d6+2) 2d6+2
Speed: 30 ft

STR

7 -2

DEX

15 +2

CON

12 +1

INT

8 -1

WIS

11 +0

CHA

10 +0

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: fire
Senses: darkvision 60 ft., passive Perception 10
Languages: Ignan
Challenge Rating: 1/2

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) 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 shed bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Touch. Melee Weapon Attack: +4 1d20+4 to hit, reach 5 ft., one target. Hit: 7 (2d6) 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) 1d6 fire damage at the end of each of its turns.


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