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Magmin

Magmin
  • Size: Small
  • Type: Elemental
  • Alignment: Chaotic Neutral
  • AC: 14
  • Initiative: +2 (12)
  • HP: 13 (3d6+3)
  • Speed: 30 ft.
ATTRVALMODSAVE
STR7-2-2
DEX15+2+2
CON12+1+1
INT8-1-1
WIS11+0+0
CHA10+0+0
  • Immunities: Fire
  • Senses: Darkvision 60 ft.; Passive Perception 10
  • Languages: Primordial (Ignan)
  • CR: 1/2 (XP 100; PB +2)

Traits

Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage.

Actions

Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4+2) Fire damage. If the target is a creature or a flammable object that isn't being worn or carried, it starts burning.

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.

Lore & Background

Magmins are small fire elementals native to the Elemental Plane of Fire, appearing as humanoid figures made of molten rock and flame. These creatures are often summoned to the material plane by fire-wielding spellcasters or emerge naturally in areas of intense volcanic activity. Despite their small size, magmins are dangerous due to their explosive nature and burning touch.

Combat Tactics

Magmins use their Touch attack to ignite enemies and their Death Burst to cause explosive damage when killed. They prefer to get close to enemies and use their fire immunity to fight in areas that would harm other creatures.

Encounter Ideas

Volcanic Eruption: Magmins emerge from a newly active volcano and threaten nearby settlements. Summoner's Servants: A fire mage uses magmins as guards and assistants in their laboratory. Forge Workers: Magmins work in magical forges, helping to create fire-based magical items. Elemental Incursion: Magmins pour through a portal from the Elemental Plane of Fire.

Environmental Effects

Magmin presence raises temperatures significantly and may cause spontaneous fires. Metal objects become hot to touch and water evaporates rapidly.

Treasure

Magmins don't collect treasure, but areas they inhabit may contain fire opals, obsidian, and heat-resistant materials.

Plot Hooks

The Cooling Crisis: Magmins are dying as their volcanic home cools, and they seek help. Elemental Workers: Someone is using magmins as slave labor in dangerous conditions. Fire Plague: Magmins are spreading uncontrolled fires throughout a region. The Summoning Circle: A broken summoning circle continues to bring magmins to the material plane.

Lore & Background

Magmins are small elemental creatures born from the fusion of earth and fire magic. These diminutive beings appear as humanoid figures made of molten rock and flowing lava, with glowing eyes that burn like coals. Magmins are native to volcanic regions and the Elemental Plane of Fire, where they serve as scouts and messengers for more powerful fire elementals and salamanders.

These creatures are naturally curious but also mischievous, often causing problems through their playful nature and inability to understand that their fiery touch can harm non-fire creatures. Magmins communicate through crackling sounds and gestures, creating a language of sparks and flame.

Combat Tactics

Magmins rely on their fiery touch and death burst abilities in combat. They prefer to get close to enemies and use their burning hands to ignite flammable materials. When killed, their explosive death burst can damage nearby creatures, making them dangerous even in defeat.

Encounter Ideas

Volcanic Scouts: Magmins explore new volcanic areas, reporting back to their elemental masters. Forge Helpers: Magmins assist in magical forges, their heat helping to work metals. Mischievous Invaders: Magmins accidentally enter the material plane and cause fires. Elemental Servants: Magmins serve a fire giant or dragon as loyal minions.

Environmental Effects

Magmin presence raises local temperatures and can cause spontaneous fires. Metal objects become hot to the touch, and flammable materials may ignite from their proximity.

Treasure

Magmins don't typically collect treasure, but areas they frequent may contain fire-resistant gems, obsidian, and metals that have been superheated and reformed.

Plot Hooks

The Cooling Magmin: A magmin is slowly dying as its inner fire fades and seeks help. Forge Fire: Magmins are needed to restart an ancient magical forge. Volcanic Warning: Magmins flee an area, warning of an impending eruption. Elemental Embassy: Magmins serve as messengers between fire elementals and mortals.