Magmin

Small Elemental, chaotic neutral

CR 1/2

100 XP

AC: 14 (natural armor)
HP: 9 (2d6+2)
Speed: walk 30 ft.
Senses: darkvision 60 ft., passive Perception 10
Languages: Ignan
STR
7
-2
DEX
15
+2
CON
12
+1
INT
8
-1
WIS
11
+0
CHA
10
+0

Special Abilities

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

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.

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.

Quick Reference

Challenge: CR 1/2
Type: Elemental
Size: Small
Alignment: chaotic neutral