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Monsters

id70
NameMagmin
SizeAndTypeSmall Elemental (Fire)
HitDice2d8 (9)
Initiative+1 (Dex)
Speed30 ft.
ArmorClass14 (+1 size, +1 Dex, +2 natural)
AttacksBurning touch +1 melee
DamageBurning touch 1d8 fire and combustion
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksCombustion, fiery aura
SpecialQualitiesElemental, fire subtype, melt weapons, damagereduction 15/+1
Saves_Fort0
Saves_Ref4
Saves_Will0
AbilitiesStr 9, Dex 13, Con 11, Int 8, Wis 10, Cha 10
SkillsClimb +4, Escape Artist +5, Jump +4, Spot +4
Feats
ClimateAndTerrainAny land and underground
OrganizationSolitary , gang (2-4), or squad (6-10)
ChallengeRating_Value3
TreasureStandard coins; standard goods (nonflammables only);standard items (nonflammables only)
AlignmentAlways chaotic neutral
Advancement3-4 HD (Small); 5-6 HD (Medium-size)
Description

Magmins speak Ignan.

Combat

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.