AC
14
Initiative
+2 (12)
HP
13
(3d6 + 3)
Speed
30 ft.
Mod | Save | ||
---|---|---|---|
STR | 7 | -2 | -2 |
DEX | 15 | +2 | +2 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 8 | -1 | -1 |
WIS | 11 | +0 | +0 |
CHA | 10 | +0 | +0 |
Immunities
Fire
Senses
Darkvision 60 ft., Passive Perception 10
Languages
Primordial (Ignan)
CR
1/2 (XP 100; PB +2)
Traits
Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage.
Actions
Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn’t being worn or carried, it starts burning.
Bonus Actions
Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Gained one hit die, raising health from 9 to 13, they lost their resistance to nonmagical bludgeoning, piercing, and slashing,
The death burst trait no longer sets flammable objects in the radius ablaze, Ignited Illumination is now moved to the Bonus Actions section.
Personally, I've never used these guys as I like the Magma Mephits more.
Fusion time! Give them back resistance to nonmagical bludgeoning, piercing, and slashing; and give them back their Death Burst trait to set stuff on fire.