Magmin

Small / elemental / Chaotic Neutral / CR 1/2

Armor Class14
Hit Points9 (2d6 + 2)
Speed30 ft
Challenge1/2
Proficiency+2
STR7-2
DEX15+2
CON12+1
INT8-1
WIS11+0
CHA10+0
Initiative

+2

Senses

Darkvision 60 ft

Languages

Ignan

Damage resistances

Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical

Damage immunities

Fire

Traits

Death Burst

special

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.

Actions

Touch

action

Melee Weapon Attack: +4 to hit, reach 5 ft.. 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.

Bonus Actions

Ignited Illumination

bonus

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 ft.