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<title>Magmin</title>
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<h1>Magmin</h1>
<p><em>Small</em> <em>Elemental</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 9 (2d6+2)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> 5.1 SRD (2015 MM), page 329</li>
</ul>
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<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
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<td>7 (-2)</td>
<td>15 (+2)</td>
<td>12 (+1)</td>
<td>8 (-1)</td>
<td>11 (+0)</td>
<td>10 (+0)</td>
</tr>
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</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> fire</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Ignan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Death Burst:</strong> When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. 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.</li>
<li><strong>Ignited Illumination:</strong> 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 ft.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Touch:</strong> 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 target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.</li>
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