| Id | 70 |
|---|---|
| Name | Magmin |
| Size and Type | 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 |
| Saves_Fort | 0 |
| Saves_Ref | 4 |
| Saves_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 |
| Organization | Solitary , gang (2-4), or squad (6-10) |
| CR | 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) |
| 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. |