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Magmin

Small · Elemental · CR 1/2 · Chaotic Evil

Source. Black Flag SRD
Armor Class
14 (natural armor)
Hit Points and Hit Dice
22
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
6
-2
DEX
14
+2
CON
12
+1
INT
8
-1
WIS
10
+0
CHA
10
+0

Overview

Category Monsters
Size Small
Type Elemental
Alignment Chaotic Evil
XP 100
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Burrow 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Saving Throws

Strength -2 Dexterity +2 Constitution +1 Intelligence -1 Wisdom +0 Charisma +0

Languages

Ignan

Resistances & Immunities

Damage Immunities
fire

Traits

Death Burst

When the magmin dies, it collapses into a Tiny cinder cone. On initiative count 20 after the magmin dies, the cinder cone erupts in a burst of fire and lava. Each creature within 10 feet of the cone must make a DC 11 DEX save, 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.

Hardened Magma

While the magmin isn't ablaze, it is resistant to piercing and slashing damage from nonmagical attacks, and it is vulnerable to thunder damage.

Molten Body

While the magmin is ablaze, each creature that hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Actions

Burning Slam

+4 to hit, reach 5 ft (1.5 m). Hit: 1d4+2 plus 1d6 fire damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 3 (1d6) fire damage.

Bonus Actions

Ignited Illumination

The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

About Magmin

Magmin is a small elemental with a Challenge Rating of 1/2. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 22 hit points (derived from None).

Magmin has communication capabilities including Ignan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Magmin

2 tips available

When using Magmin in your D&D 5e campaign, consider these tactical approaches:

  • Burrowing Tactics: This creature can burrow at 15 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Magmin

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Burrowing Defense: This creature can burrow at 15 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Magmin?
Magmin has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Magmin?
Magmin is a Small Elemental, which affects how certain spells and abilities interact with it.
What languages does Magmin speak?
Magmin can communicate in Ignan.

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