# Magmin *Small* *Elemental* *chaotic neutral* - **Armor Class:** 14 (natural armor) - **Hit Points:** 9 (2d6+2) - **Speed:** walk 30 ft. - **Challenge Rating:** 1/2 (100 XP) - **Source:** 5.1 SRD (2015 MM), page 329 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) | - **Skills:** - **Damage Immunities:** fire - **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks - **Senses:** darkvision 60 ft., passive Perception 10 - **Languages:** Ignan ### Special Abilities - **Death Burst:** 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. - **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 ft. ### Actions - **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 target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.