Medium Elemental, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft., burrow 15 ft.
STR
15 (+2)
DEX
13 (+1)
CON
15 (+2)
INT
7 (-2)
WIS
10 (+0)
CHA
13 (+1)
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 10
Languages Ignan, Terran
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 15 feet of it must make a DC 14 Dexterity saving throw, taking 17 (5d6) 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 15-foot radius and dim light for an additional 15 feet.

Molten Tunnels. When the magmin burrows, it leaves a 5-foot diameter tunnel in its wake. The sides of this tunnel remain burning hot for 1 minute, after which the tunnel collapses. When a creature enters the tunnel for the first time on a turn or starts its turn inside one, it takes 5 (1d10) fire damage.

Dual Nature. The elemental counts as an elemental of both the earth and fire sub-types (primary fire).

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 9 (2d8) fire damage, and if the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the magmin can't claw another target. If the target is a creature or a flammable object, it also ignites. Until a creature takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the end of each of its turns.

At the start of each of the magmin's turns, it deals 9 (2d8) fire damage to each creature it is grappling. Any creature that takes this damage ignites if it isn't on fire.

Description

The small fiery people known as magmin are not truly humanoids, but are in fact elemental spirits given physical form. When magmin are summoned with just as much earth magic as fire magic, the two elements fuse and mingle, and the magmin that is created is much larger, more bestial, and more connected to the earth. These magmin have large claws that can be used to dig tunnels or grapple enemies, and thus they are usually known as magmin tunnelers.

Diggers and Infiltrators. Tunnelers are capable of digging new passageways through their native realm, the Plane of Magma. Tunnelers allow magmins to safely travel from one volcano to another, to dig out new channels to make exciting lava slides, and even to carve out shelter when the magmin are exposed to danger. When magmin fight intentionally, tunnelers also play an important role in altering the terrain of a battlefield, opening attack paths or escape routes for their fellow magmin. To fully utilize this tactical advantage, the magmins would need more wits than they possess. But when a tribe of magmins is commanded by a competent mage or genie, they can wreak unexpected havoc should tunnelers be among their ranks.

Earthen Composition. All magmin are composed of both fire and earth, but most favor the element of fire more than earth. Tunnelers seem to be a more balanced fusion of the two elements, with more of an affinity for the element of earth than the average magmin. Perhaps this accounts for their additional size and strength, and maybe this balance helps both elements to grow even stronger. The additional earth can certainly be blamed for the tunnelers' keen tremorsense and their talent for digging relatively stable tunnels.

Monster Tags: Elemental

Habitat: MountainUnderdark

BenevolentEvil

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