Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 2 meters of it must make a DC 11 Reflex saving throw. On a failed save, a creature takes 7 (2d6) fire damage and is burning 1. On a successful save, 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.
Ignited Illumination. The magmin is ablaze, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. It can extinguish the flames or reignite them as an action.
Spellcasting. The magmin uses Primal (Cha) to cast spells (spell save DC 10, +2 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 (rounded up) when it finishes a short rest. It knows the following spells:
Touch. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 9 (2d6 + 2) fire damage, and the target is burning 1. The fire ignites flammable objects that aren’t being worn or carried.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9