Magmin

MapTool Token

NameMagmin
Sorted NameMagmin
FamilyMagmin
Size and TypeSmall Elemental (Fire, Extraplanar)
Hit Dice Count2
Hit Dice2d8+2 (11 hp)
Random Hit Points2d8+2 - 2
Initiative+0
Speed30 ft. (6 squares)
Armor Class17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple+1/-1
Attack

Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)

Full Attack

Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)

Space/Reach5 ft./5 ft.
Special AttacksCombustion, fiery aura
Special Qualities

Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold

SavesFort +3, Ref +3, Will +0
AbilitiesStr 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10
Skills

Climb +4, Spot +3

Feats

Great Fortitude

EnvironmentElemental Plane of Fire
Challenge Rating3
Organization

Solitary, gang (2-4), or squad (6-10)

TreasureStandard coins; standard goods (nonflammables only); standard items (nonflammables only)
AlignmentAlways chaotic neutral
Advancement3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Magmin; CR 3; Small elemental (fire, extraplanar); HD 2d8+2; hp 11; Init +0; Spd 30 ft. (6 squares); AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee (1d8 fire plus combustion, burning touch) or +4 melee (1d3+3 plus combustion, slam); Full Atk +4 melee (1d8 fire plus combustion, burning touch) or +4 melee (1d3+3 plus combustion, slam); Space/Reach 5 ft./5 ft.; SA Combustion, fiery aura; SQ Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold; AL CN; SV Fort +3, Ref +3, Will +0; Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10

Skills and Feats: Climb +4, Spot +3; Great Fortitude

Magmin

Magmin
Small Elemental (Fire, Extraplanar)
Hit Dice:
2d8+2 (11 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple:
+1/-1
Attack:
Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
Full Attack:
Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Combustion, fiery aura
Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold
Saves:
Fort +3, Ref +3, Will +0
Abilities:
Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10
Skills:
Climb +4, Spot +3
Feats:
Great Fortitude
Environment:
Elemental Plane of Fire
Organization:
Solitary, gang (2-4), or squad (6-10)
Challenge Rating:
3
Treasure:
Standard coins; standard goods (nonflammables only); standard items (nonflammables only)
Alignment:
Always chaotic neutral
Advancement:
3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment:
-

Magmins are small, human-shaped beings from the Elemental Plane of Fire that radiate intense heat and are wreathed in an aura of searing flames. A typical magmin is 4 feet tall and weighs 400 pounds.

Magmins speak Ignan.

Combat

Although small, magmins are dangerous opponents. Their touch is effective against those who lack protection or immunity from heat and flames, but if faced with opponents who have immunity to fire, magmins rely on their slam attack. In any case, magmins are not valiant fighters. They usually flee if injured, although often only far enough to set up a fiery ambush for their enemies.

A magmin's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin's last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.

Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.

Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion), or Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)

feats: GREAT FORTITUDE, ,