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Magmin
Source: SRD / Basic Rules
title: Magmin

*Small elemental, Chaotic Neutral*
- **Armor Class** 14 (natural armor)
- **Hit Points** 9 (`2d6 + 2`)
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 7 (-2)|15 (+2)|12 (+1)| 8 (-1)|11 (+0)|10 (+0)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** darkvision 60 ft., passive Perception 10
- **Damage Resistances** bludgeoning, piercing, slashing from nonmagical attacks
- **Damage Immunities** fire
- **Languages** Ignan
- **Challenge** 1/2
## Traits
***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.
## 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 creature takes an action to douse the fire, the target takes 3 (`1d6`) fire damage at the end of each of its turns.
^statblock