Magmin
Small Elemental (Fire) (Fire, Extraplanar) — CR 3
Magmin is a D&D 3.5 monster from MM, p. 179. CR 3, HD 2d8+2 (11 hp).
- Hit Dice
- 2d8+2 (11 hp)
- Initiative
- +0
- Speed
- Land 30 ft
- Armor Class
- 17, touch 11, flat-footed 17
- Base Attack / Grapple
- +1/-1
- Attack
- Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
- Full Attack
- Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
- STR
- 15
- DEX
- 11
- CON
- 13
- INT
- 8
- WIS
- 10
- CHA
- 10
- Fort / Ref / Will
- +3 / +3 / +0
- Challenge Rating
- 3
- Alignment
- Always Chaotic-Neutral
- Organization
- Solitary, gang (2–4), or squad (6–10)
- Treasure
- Standard coins; standard goods (nonflammables only); standard items (nonflammables only)
- Environment
- Elemental Plane of Fire
- Level Adjustment
- —
Special Abilities
Feats
This glowing, humanoid creature looks like a stumpy human sculpted from fire and flowing lava. It radiates heat like a small bonfire, and it has a gleeful, almost malicious smile on its face.
Description
Magmins are small, human-shaped beings from the Elemental Plane of Fire that radiate intense heat and are breathed in an aura of searing flames.
Although not evil, these fiery creatures are extremely mischievous. They like to watch things burn, perhaps lacking the ability to understand that flames are painful or even deadly to other creatures.
A typical magmin is 4 feet tall and weighs 400 pounds.
Magmins speak Ignan.
Combat
Although small, magmins are dangerous opponents. Their touch is effective against those who lack protection or immunity from heat and flames, but if faced with opponents who have immunity to fire, magmins rely on their slam attack. In any case, magmins are not valiant fighters. They usually flee if injured, although often only far enough to set up a fiery ambush for their enemies.
A magmin’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.
Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.
Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.