Monster Manual 5E

(Nancy Kaufman) #1

· A grinning, mischievous magmin resembles a stumpy
humanoid sculpted from a black shell of magma. Even
when it isn't ablaze and radiating heat like a bonfire,
small jets of flame erupt from its porous skin.
Summoned Pyromaniacs. Magmins are fire
elemental spirits bound into physical forms by magic,
and they appear in the Material Plane only when
summoned. They view flammable objects as kindling
for a grand conflagration, and only the magical control
,. exerted by their summoners keeps them from setting
everything they touch ablaze. Their propensity for fire
and havoc makes them ideal for spreading chaos and
'. destruction. A mob of magmins summoned inside a
';c~~tle can reduce it to a burning shell within minutes.
Fiery Destruction. Although its flame is potent, the
magmin's hard magma shell prevents it from instantly
igniting everything it comes into contact with. However,
like the fires inside them, magmins are capricious and
unpredictable. Moreover, as simple elemental creations,
they are oblivious to the harm their native element
causes creatures of the Material Plane.
If it has the opportunity while in service to its master,
a magmin seeks out areas of great heat, such as forest
fires or the bubbling magma of an active volcano. At
other times, a magmin compulsively looses fire from its
fingertip§, delighting in setting objects.ablaze.


Small el~mental, obaotic neutral

Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2)
· Speed 30 ft.

STR
7 (-2)

DEX
15 (+2)

CON
12 (+1)

INT
8 (-1)

WIS
11 (+0)

CHA
10 (+0)

Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities fire
Senses darkvision 60ft., passive Perception 10
L:anguages lgnan
Challenge 1/2 (100 XP)

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
additional10 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 creature takes 3 (1d6) fire damage at the end
of each of its turns.
lfu -
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