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Magmin

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Description: 

Magmins, alternatively referred to as magmen, are fire elementals that are conjured and tethered to the Material plane through the use of magic. They had an insatiable desire for combustion and were renowned for their unpredictability.


Magmen had a height of 3-4 feet (0.9-1.2 meters) and a weight of 400 pounds (180 kilograms). The humanoids appeared to be short and stocky, resembling figures carved from solidified magma, with joyful yet mischievous expressions on their faces. Beneath their shells, they appeared to be made of molten lava and raging fire.

Every magmin emitted a modest quantity of heat and light, accompanied by intermittent outbursts of flames emanating from their skin. If magmen are exposed to lava deprivation for an extended period, they will gradually solidify and become motionless.

Threat level & details

Magmin’s Stat Block

Small elemental, chaotic neutral


Armor Class 14

Hit Points 9 (2d6+2)

Speed Walk 30ft.


STR 7 ( -2)

DEX 15 (+ 2)

CON 12 (+ 1)

INT 8 ( -1)

WIS 11 (+ 0)

CHA 10 (+ 0)


Saving Throws Str -2, Dex + 2, Con + 1, Int -1, Wis + 0, Cha + 0

Skills

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire

Senses darkvision 60 ft., passive Perception 10

Languages Ignan

Challenge 1/2 (100 XP)


Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. 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. The magmin can set itself ablaze or extinguish its flames as a bonus action. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

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 target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Behaviour.

Magmins displayed a lack of intelligence and were unaware of the detrimental effects their abilities had on other races in the material plane. Magmen, known for their vexing and capricious nature, took pleasure in observing material beings escape from the environment they deemed devoid of suffering.

Although they had a fondness for chaos and destruction, their burning was not driven by malice, and they lacked a proper comprehension of the lethal potential of their flames. The completely unfamiliar notion that fire was connected to pain, and their obsession with enjoyment caused them to perceive human reactions as comedic physical comedy.

It was nearly unattainable to compel them to refrain from setting things on fire, with the sole nonviolent option being to incentivize them with alternative targets or food.


Through physical contact alone, magmen possess the ability to ignite flammable objects and living beings, although their protective black shell prevents them from setting ablaze everything they come into contact with. By molting their exoskeleton, they can become significantly more perilous, radiating intense light and emitting extreme amounts of heat. Their touch possessed such intense heat that conventional metal weapons proved futile, instantly liquefying upon contact with their bodies. The inherent nature of their bodies was characterized by destructiveness, as they would spontaneously combust and release molten lava upon their demise.


Magmins refrained from assaulting creatures in the sense that they did not deliberately inflict bodily injury. They refrained from actively pursuing conflict, but derived pleasure from setting ablaze any creatures they encountered. In the event of sustaining significant injuries, they would opt to promptly withdraw rather than engage in combat. When faced with entities that are impervious to heat, magmen must resort to using physical force by means of slamming and punching. After being injured, they would withdraw to a safe distance in order to launch a surprise attack. If this strategy failed, they would then attempt to flee, engaging in combat only if they had no other option.


Magmen were devoid of any knowledge pertaining to languages spoken in the Material Plane, possessing only proficiency in the Ignan language.


Magmen were asexual, reproducing through binary fission.

Environment – Forgotten Realms

The Fountains of Creation housed magmen who resided in small tribes centered around a primary colony governed by the eldest magmen. They resided as hunter-gatherers, diligently searching the magma plains for valuable fragments of incandescent minerals and pursuing other elemental entities. Magmen derived great pleasure from swimming in active volcanoes, primarily due to their ability to disperse and ignite the surrounding area when volcanic eruptions occurred.

At times, they were discovered in various Inner Planes and the Prime Material plane as a result of elemental vortices formed by the intense heat and high pressure of underground lava. The vortices possessed a compelling attraction for magmen due to the fact that the magma from different planes exhibited diverse flavors. It was uncertain whether they actually ingested these selected fragments of maga or if they merely absorbed them through their skin. Speculations among wise individuals suggest that the peculiar minerals discovered in the gateways to alternate dimensions possess an intoxicating property, which consequently leads to their mischievous conduct.


Magmen perceive temperatures below 1000 ℉ (540 ℃) as cold, and their bodies undergo a process of solidification if exposed to moderate temperatures for more than 6 hours. Usually, they would only remain in the magma for a duration of less than 2–3 hours.

Environment

Strategies

How to use Magmin in your campaigns

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