Magmin
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) | 
- 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 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.