Talewrite

Magmin

Small elemental, chaotic neutral · 2014 rules, SRD 5.1

Armor Class
14 (natural)
Hit Points
9 (2d6+2)
Speed
30 ft.
STRDEXCONINTWISCHA
7 (-2)15 (+2)12 (+1)8 (-1)11 (+0)10 (+0)
Senses
darkvision 60 ft., passive perception 10
Languages
Ignan
Challenge
1/2 (100 XP)

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.

Also in the 2024 rules (SRD 5.2).

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).