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 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 feet.
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 creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
I saw them open for the Hell Hounds in Hollywood back in 93. Good show.
Their 3rd studio album was fire.
like literally... it was just pure flames...I lost my whole record collection...
I ran these and Christ they're way too strong for their CR. Having to spend a full action to get rid of the flames is a real killer - should honestly be a bonus action.
Just ran 5 of these against my group and it went downhill quick, I agree, it's a real killer to need that action. Our fighter ended up dropping after just smacking instead of healing etc. It was a good session tho :)
I think that, as written, other characters can use their action to douse fires on their friends. I hope this will teach some teamwork.There's also useful abilities and spells that could douse more than one character, such as Create Water dousing everyone in its 30 foot cube, two Control Flames or Prestidigitation (or Mage Hand if I was feeling generous) cantrips cast in a single turn to put out two different fires, etc.
After I wrote this, I also realized that allowing players to use a Bonus action to put out fires seems reasonable to me as well.
Good gravy. I hate these guys! They keep killing my group. My Druid keeps having to revive everyone, and it gets pretty annoying.
Question, I am trying to make a fire themed warlock, and imp isn’t really cutting it for me. Do you think you as a DM would allow a warlock to take this as their pact of the chain familiar?
Dm for the first time no one like me at the end
I reckon so, but you should definitely ask your DM.
As someone else said, run through your DM.
That said, consider running an Imp for the mechanical aspects of the familiar, but describing it like this. You might need to agree with your DM to change certain damages into fire, but that shouldn't be gamebreaking at all.
that or a magma mephit could work
I'm using them for my conjure elementals spell hehehe.
Im doing a volcano themed campiegn and Im either putting these or magma mephits. what should I do?
conjure minor elementals is a hell of a spell.