31 lines
1.4 KiB
Markdown
31 lines
1.4 KiB
Markdown
# Magmin
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*Small* *Elemental* *chaotic neutral*
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- **Armor Class:** 14 (natural armor)
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- **Hit Points:** 9 (2d6+2)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 1/2 (100 XP)
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- **Source:** 5.1 SRD (2015 MM), page 329
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) |
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- **Skills:**
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- **Damage Immunities:** fire
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- **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks
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- **Senses:** darkvision 60 ft., passive Perception 10
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- **Languages:** Ignan
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### Special Abilities
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- **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.
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- **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.
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### Actions
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- **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.
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