Magmin

Source: SRD / Basic Rules

title: Magmin
![](https://raw.githubusercontent.com/5etools-mirror-2/5etools-img/main/bestiary/tokens/MM/Magmin.webp#token)
*Small elemental, Chaotic Neutral*
 
- **Armor Class** 14 (natural armor)
- **Hit Points** 9 (`2d6 + 2`)
- **Speed** 30 ft.
 
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 7 (-2)|15 (+2)|12 (+1)| 8 (-1)|11 (+0)|10 (+0)|
 
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** darkvision 60 ft., passive Perception 10
- **Damage Resistances** bludgeoning, piercing, slashing from nonmagical attacks
- **Damage Immunities** fire
- **Languages** Ignan
- **Challenge** 1/2
 
## Traits
 
***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.