Magmin

Magmin

Small elemental
Challenge

STR
−2
DEX
2
CON
1
INT
−1
WIS
0
CHA
0

9
2d6+2
16
Soak
1
Fort
+2
Ref
+1
Will
+0
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities fire
Condition immunities bleeding, burning

Speed 5 m.
Skills Primal (cha) +1 (12)
Senses darkvision 10 m.
Languages Ignan

Death Burst. When the magmin dies, it explodes in a burst of magma. Each creature within 1 meter of it must make a Difficulty 11 Reflex saving throw. On a failure, a creature takes 22 (5d8) fire damage and is burning 1. On a success, a creature takes half as much damage and isn’t burning. Flammable objects that aren’t being worn or carried in that area are ignited.

Illumination. The magmin sheds bright light in a 2-meter radius and dim light for an additional 2 meters. It can extinguish the light or relight it as an action.

Spellcasting. The magmin uses Primal (cha) to cast spells (spell save Difficulty 10, +1 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: burning hands, fiery rebuke, immolation

Actions (1)

Touch. Melee Weapon Attack: +3 to hit. Hit: 9 (2d6 + 2) fire damage and the target is burning 1. The fire ignites flammable objects that aren’t being worn or carried.

Elemental planessrd

Spells

As an action, you hold your hands with thumbs touching and fingers spread as a thin sheet of flames shoots forth from your outstretched fingertips. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, wispy flames wreath your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.

As an action, flames wreathe a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 fire damage and is burning 3.

On a critical failure, it takes twice as much damage and is burning 6.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d10 and the burning level by 3 for each additional mana expended.