3e SRD:Magmin
Magmin
Size/Type: | Small Elemental (Fire) |
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Hit Dice: | 2d8 (9 hp) |
Initiative: | +1 (Dex) |
Speed: | 30 ft. |
AC: | 14 (+1 size, +1 Dex, +2 natural) |
Attacks: | Burning touch +1 melee |
Damage: | Burning touch 1d8 fire and combustion |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Combustion, fiery aura |
Special Qualities: | Elemental, fire subtype, melt weapons, damage reduction 15/+1 |
Saves: | Fort +0, Ref +4, Will +0 |
Abilities: | Str 9, Dex 13, Con 11, Int 8, Wis 10, Cha 10 |
Skills: | Climb +4, Escape Artist +5, Jump +4, Spot +4 |
Feats: | |
Climate/Terrain: | Any land and underground |
Organization: | Solitary, gang (2-4), or squad (6-10) |
Challenge Rating: | 3 |
Treasure: | Standard coins; standard goods (nonflammables only); standard items (nonflammables only) |
Alignment: | Always chaotic neutral |
Advancement: | 3-4 HD (Small); 5-6 HD (Medium-size) |
Magmins speak Ignan.
Combat
Combustion (Ex): Anyone a magmin touches must succeed at a Reflex save (DC 11) or take an additional 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin's last successful attack. Magmins can also ignite flammable materials with a touch.
Fiery Aura (Ex): Anyone within 30 feet of a magmin must succeed at a Fortitude save (DC 11) or suffer 1d6 points of heat damage from the intense heat. Treat this effect as an emanation.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed at a Fortitude save (DC 11) or melt away into slag.
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