|Size & Type (subtype):||Small Elemental (Fire)||Hit Dice:||2d8 (9)|
|Initiative: ||+1 (Dex) ||Speed: ||30 ft. |
|Armor Class: ||14 (+1 size, +1 Dex, +2 natural) ||Attacks: ||Burning touch +1 melee |
|Damage: ||Burning touch 1d8 fire and combustion ||Face and Reach: ||5 ft. by 5 ft./5 ft. |
|Special Attacks: ||Combustion, fiery aura ||Special Qualities: ||Elemental, fire subtype, melt weapons, damagereduction 15/+1 |
|Saving Throws ||Fortitude: 0 |
|Abilities: ||Str: 9|
|Skills: ||Climb +4, Escape Artist +5, Jump +4, Spot +4 ||Feats: || |
|Climate and Terrain: ||Any land and underground ||Climate: ||cold,temperate,warm |
|Terrain: ||desert,forest,hill,marsh,mountains,plains,underground ||Organization: ||Solitary , gang (2-4), or squad (6-10) |
|Challenge Rating: ||3 ||Challenge Rating Value: ||3 |
|Treasure: ||Standard coins; standard goods (nonflammables only);standard items (nonflammables only) ||Alignment: ||Always chaotic neutral |
|Advancement: ||3-4 HD (Small); 5-6 HD (Medium-size) |
Magmins speak Ignan.
Combustion (Ex): Anyone a magmin touches must succeed at a
Reflex save (DC 11) or take an additional 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.
Fiery Aura (Ex): Anyone within 30 feet of a magmin must
succeed at a Fortitude save (DC 11) or suffer 1d6 points of heat
damage from the intense heat. Treat this effect as an emanation.
Elemental: Immune to poison, sleep, paralysis, and stunning.
Not subject to critical hits.
Fire Subtype (Ex): Fire immunity, double damage from cold
except on a successful save.
Melt Weapons (Ex): Any metal weapon that strikes a magmin must
succeed at a Fortitude save (DC 11) or melt away into slag.