/home/explore/monsters/magmin

Magmin

actions:
  • Touch

    Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

    attack bonus:

    4

    damage:
    • 2d6

      Fire

alignment:

chaotic neutral

armor class:

14

challenge rating:

0.5

charisma:

10

constitution:

12

damage immunities:
  • fire

damage resistances:
  • bludgeoning, piercing, and slashing from nonmagical weapons

dexterity:

15

hit dice:

2d6

hit points:

9

intelligence:

8

languages:

Ignan

senses:
darkvision:

60 ft.

passive perception:

10

size:

Small

special abilities:
  • Death Burst

    When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (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.

    damage:
    • 2d6

      Fire

    dc:
    dc type:

    DEX

    dc value:

    11

    success type:

    half

  • Ignited Illumination

    As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

speed:
walk:

30 ft.

strength:

7

type:

elemental

wisdom:

11

© 2020 David Jones · uses the D&D 5th Edition API Database · source