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.
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.
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 creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.
Magmins are chaotic neutral creatures with natural armor and a challenge rating of 1/2. They have 9 hit points, immunity to fire, and can speak Ignan. While their stats are not particularly impressive, their ability to ignite flammable objects and deal fire damage can make them useful in certain situations. However, their chaotic nature and lack of intelligence may make them difficult to control or manipulate. Overall, Magmins can be a useful tool in a fiery encounter, but they should be used with caution.
Magmin is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Magmin Pathfinder edition. Want to use Magmin in a VTT (virtual tabletop)? Try out SendingStone for free today!
Subscribe to get notified of new articles, upcoming adventures, new features, and more
Adventure awaits, your friends are remote, and teleportation circles aren’t canon in this world. Playing online is the only option.
Privacy • Terms • Blog • Compendium • Name Generators • Beyond20 • PLAN Gaming • Pathfinder • Credits
© 2024 SendingStone, Craig Spaeth