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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  
Reflex: 4  
Will: 0  
Abilities:   Str: 9
Dex: 13
Con: 11
Int: 8
Wis: 10
Cha: 10
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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002