Magmin Species in Other Realms | World Anvil

Magmin

A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin.   Summoned Pyromaniacs Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Realms only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes.   Fiery Destruction Although its flame is potent, the magmin's hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Realm. If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze.  

Magmin

A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin.


Armor Class14 (natural armor)
Hit Points 2d6+2
Speed30 ft.
Strength7 (-2)
Dexterity15 (+2)
Constitution12 (+1)
Intelligence8 (-1)
Wisdom11 (+0)
Charisma10 (+0)
Damage ResistancesBludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesFire
SensesDarkvision 60ft.Passive Perception 10
Languageslgnan
Challenge1/2 (100 XP)
Special 1Death BurstWhen the magmin dies, it explodes in a burst of fire and magma.Each creature within 10 feet of it must make
a DC 11 Dexterity saving throw,taking 2d6 fire damage on a failed save,or half as much damage on a successful one.Flammable objects that aren't being worn
or carried in that area are ignited
Special 2Ignited IlluminationAs a bonus action, the magmin can set itselfablaze or extinguish its flames.
While ablaze, the magmin sheds bright light ina 10-foot radius and dim light for an additional 10 feet
ActionTouchMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 2d6 fire damageIf the target is a creature or a flammable object, it ignites.Until a creature takes an action to douse the fire,
the creature takes 1d6 fire damage at the end of each of its turns

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