Magmin
Small Elemental, chaotic neutral
100 XP
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
Running This Encounter
Magmins are small fire elementals that should be used in groups or as minions supporting a stronger fire elemental. They are quick and aggressive, charging at enemies with their flaming touch attacks. Consider placing them near environmental hazards like lava pools or flammable materials to increase danger. They work best as encounter seasoning rather than primary threats.
Combat Tactics
Magmins prioritize melee attacks with their heated body, dealing fire damage on contact. They have low hit points and low damage output, so they typically swarm weaker targets or focus fire on isolated party members, then retreat toward heat sources.
Environment & Setting
Volcanic caves, lava tubes, active forges, or the Elemental Plane of Fire work best for magmin encounters. Position them near environmental fire damage sources like lava flows or active magma vents.