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Breadcrumb

Magmin

Challenge
100 XP
str
8
(-1)
dex
14
(+2)
con
10
(+0)
int
8
(-1)
wis
10
(+0)
cha
10
(+0)

AC 14 (natural armor)

HP 14 (4d6; bloodied 7)

Speed 30 ft.


Proficiency +2; Maneuver DC 12

Damage Resistances damage from nonmagical weapons

Damage Immunities cold, fire

Senses passive Perception 10

Languages Ignan


Blazing Blood. When the magmin takes damage that doesn’t kill it, or when it is subjected to fire damage, its magma shell cracks and it is set ablaze. While ablaze, the magmin sheds bright light for 10 feet and dim light for an additional 10 feet. If the magmin is subjected to cold damage while ablaze, this flame is extinguished. The magmin can also set itself ablaze or extinguish itself as an action.

Death Burst. If the magmin dies while ablaze, it explodes in a burst of magma. Each creature within 10 feet makes a DC 11 Dexterity saving throw , taking 7 (2d6) fire damage on a failed save. Unattended flammable objects in the area are ignited.

Elemental Nature. A magmin doesn’t require air, sustenance, or sleep.


ACTIONS

Touch.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) fire damage. If the magmin is ablaze and the target is a creature, it suffers 5 (1d10) ongoing fire damage until a creature takes an action to extinguish the flame on the target.

Spurt Magma (Ablaze Only). Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) fire damage.

Combat

A magmin with an intact shell tries to avoid combat. While ablaze, it sets enemies on fire with its touch, using Spurt Magma when it can’t reach melee range.


Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10 Magmins are unpredictable creatures from the Plane of Fire.

DC 15 Though normally peaceful, magmins become violent if their fiery interiors are exposed.

DC 20 Exposure to frigid temperatures doesn’t harm a magmin, but the cold can reform its outer shell and calm it down once agitated.

Description

Magmins are diminutive lava creatures native to the Plane of Fire. They typically appear as small, glowing-eyed humanoids covered in a black stone crust which, when broken, reveals their fiery interiors—in more ways than one.

Contents Under Pressure. Magmins are normally agreeable and calm so long as their shells are intact. Cracking their surface, however, reveals the capricious flames within. A magmin with a cracked shell becomes more unstable, both emotionally and physically. It becomes giddy and violent, cackling and setting fires with wild abandon. A magmin in this state may even explode if damaged further. It can be calmed only by reforming its shell, which requires literally cooling it down.

Lava At Work. Magmins that wish to be part of a larger society often find work as jesters and entertainers on the Plane of Fire. Those that make their way to the Material Plane are frequently found in the company of fire mages.

Behavior

1–3 Ablaze, gleefully setting fires

4 Ablaze, frolicking inside a bonfire

5 Extinguished, bound by freezing chains

6 Extinguished, attacks on sight

Signs

1 Black smoke

2 The flickering of distant fires

3 The smell of smoke and distant cackling

4 Charred footprints

Encounters

Magmin cavort on the Plane of Fire and inside active volcanoes.

CR 0–2 1 to 3 magmins ; magmin and magma mephit

CR 3–4 4 or 5 magmins ; 3 magmins with 1 or 2 magma mephits

Monster Type Description

Elementals are creatures from one of the Elemental Planes. The most basic of elementals are earth elementals , fire elementals , water elementals , and air elementals , each composed of magically animate earth, fire, and so on. The Elemental Planes are also home to genies, mephits , and other elemental creatures.