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Magmin

Magmin DnD 5e Creature Monster Manual srd 5e

WHAT IS A MAGMIN?

The Magmin is a small elemental monster with the characteristic of exploding in a burst of flames whenever its HP reaches 0 (so when the creature dies). This monster burns everything it touches and has a natural tendency for mayhem.

TABLE OF CONTENTS

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DESCRIPTION

Magmen are 3–4 feet (0.9–1.2 meters) tall and weight 400 pounds (180 kilograms).

A Magmin is a mischievous and grinning creature that resembles a humanoid sculpted from magma’s black shell. The creature gets ablaze depending on its emotions: the more it is excited or angry, the more it gets ablaze, radiating heat like a bonfire.

However, it continues to burn even when it is calm: small jets of flame tend to erupt often from its porous cinerea skin. Magmen are characterized by outer shells usually black, brown or red, with bright yellow eyes and mouth.

 

BEHAVIOUR

Being summoned, they are obliged to serve their master, not having a society as a result. Only when given the opportunity do they create a hierarchy, based on who has a hotter flame and who less.

Magmins revel and enjoy watching anything burn. They view flammable objects as kindling for a huge explosion, and only the powerful spells of their summoners keep them from making everything they touch ablaze.

Despite their love of chaos and destruction, they weren’t vicious in their burning, and didn’t duly understand the deadly nature of their dears. The hugely alien conception that fire was linked to pain, and their obsession with having fun led them to view mortal responses as slapstick.

COMBAT

Magmins did not attack creatures with the aim to cause physical harm. They do not seek out combat, but lit creatures they came across on fire for their amusement.

If significantly hurt, they would not stay and fight but would quickly retreat.[1] When confronted by entities that could not be harmed by heat, magmen would be forced to rely on slamming and punching.

Magmin DnD 5e Elemental from Monster Library
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HISTORY

In one of the elven kingdoms of Flu’hun there was a special division of powerful wizards specializing in evocations that loved to use small Magmin hordes during sieges and trench warfare. 

Whenever the army was not able to break the siege of the castle and the besiegers’ resources were decreasing, this special division spread around the structure from the side with the lower walls and starts to evoke these monsters. The Magmins then run toward the castle and start to climb the walls, and then proceed to attack the barn, the cellars, the armory, and the apartments of the soldiers.Sometimes, to increase the effectiveness of these creatures, the wizards used to launch them using catapults.

Small elemental, chaotic neutral

Base Statistics

  • Armor class: 14 (natural armor)
  • Hit Points (HP): 9 (2d6 + 2)
  • Speed: 30 ft.

Characteristics

  • 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: fire
  • Senses: darkvision 60 ft., passive Perception 10
  • Language: Ignan
  • Challenge rating:1/2 (100 XP)

Abilities

  • 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.

Actions

  • 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.

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