Magmin CR 1/2 Small elemental

"Know thy enemy. Then roll initiative anyway."

πŸ‰ Bestiary β€Ί Elementals

Small elemental, chaotic neutral

Armor Class 14 (natural armor) Hit Points 9 (2d6 + 2) Speed 30 ft.
STR 7 (βˆ’2)
DEX 15 (+2)
CON 12 (+1)
INT 8 (βˆ’1)
WIS 11 (+0)
CHA 10 (+0)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities fire

Senses darkvision 60 ft., passive Perception 10

Languages Ignan

Challenge 1/2 (100 XP)   Proficiency Bonus +2

Traits

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.

Where to meet one

The encounter builder rolls the magmin for fights in πŸ•³οΈ underdark.

More elementals

Every elemental in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.