Small elemental, chaotic neutral
Armor Class
14 (natural armor)
Hit Points
9 (2d6 + 2)
30 ft.
  • STR 7 (−2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (−1)
  • WIS 11 (+0)
  • CHA 10 (+0)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
darkvision 60 ft., passive Perception 10
1/2 (100 XP)

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet 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 feet.


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 target takes 3 (1d6) fire damage at the end of each of its turns.