Small Elemental, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 27 (6d6 + 6)
Speed 30 ft.
STR
7 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +5
Skills Acrobatics +5, Animal Handling +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 10
Languages Ignan, Infernal
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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 12 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 feet.

Second Wind. The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 +4. Once it uses this feature, it must finish a short or long rest before it can use it again.

Improved Critical. The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Actions

Touch. Melee Weapon Attack: +5 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 creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Reactions

Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.

Robbiegmr6

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