# Magmin

*Small* *Elemental* *chaotic neutral*

- **Armor Class:** 14 (natural armor)
- **Hit Points:** 9 (2d6+2)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** [5.1 SRD (2015 MM)](https://slyflourish.com/srds/SRD5.1-CCBY4.0_License_live%20links%20English.pdf) page 329

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) |

- **Skills:** 
- **Damage Immunities:** fire
- **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks
- **Senses:** darkvision 60 ft., passive Perception 10
- **Languages:** Ignan

### Special Abilities

- **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.


