Magmin
Built of fire and magma, this short humanoid radiates intense heat that causes the air around it to shimmer.
While magmins populate the Plane of Fire, they sometimes slip through elemental rifts into the Material Plane. These rifts usually occur in places of searing heat, such as volcanoes or underground rivers of magma, or in places of strong, unpredictable magic. The latter scenario usually results in more problematic entrances, as magmins tend to accidentally set fire to any nearby flammable objects.
Though not courageous, these small outsiders still make formidable foes against any creature without resistance to their intense heat. Their touch incinerates clothing, and creatures that strike their bodies with steel run the risk of reducing their weapons to slag. Magminsâ best defense in their homes on the Plane of Fire is in their sheer numbers. Their settlements, dotted with magma pools and leaping geysers of molten rock, teem with staggering numbers of the creatures.
Magmins are paranoid and untrusting. Always fearful of the larger denizens of the Plane of Fire, they harangue any interlopers with dozens of questions, asking where they are going, where they came from, and what they are doing near the magminsâ precious magma pools. If travelersâ answers are unsatisfactory, the magmins try to shuffle the creatures off as quickly as possible. Those who refuse to leave risk being thrown into a pool of liquid rock.
Magmins take great pride in the cultivation of their magma pools. Each magma pool has a different purpose, such as bathing, cooking meals, or relaxation. Magmins add minerals and salts to these pools to properly season them for their intended uses. Cooking pools (sometimes called âmurder poolsâ by strangers) burn hotter than most others, and relaxation pools are generally darker than bathing pools.
Upon reaching adulthood, magmins stand 4 feet tall, their dense compositions giving them a weight of 300 pounds.
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 arenât 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.
Section 15: Copyright Notice
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Magmin CR 3
XP 800
CN Small outsider (elemental, extraplanar, fire)
Init +0; Senses darkvision 60 ft.; Perception +7; Aura searing aura (20 ft., DC 14)
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +3
DR 5/magic; Immune elemental traits, fire
Weaknesses vulnerable to cold
OFFENSE
Speed 30 ft.
Melee melee touch +7 (1 plus burn) or slam +7 (1d6+2 plus burn)
Special Attacks burn (1d6, DC 14)
STATISTICS
Str 15, Dex 11, Con 15, Int 8, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 15
Feats Iron Will, Power Attack
Skills Acrobatics +7, Climb +9, Perception +7, Sense Motive +7, Stealth+11
Languages Ignan
SQ heated flesh
SPECIAL ABILITIES
Heated Flesh (Ex)
Any metal weapon striking a magmin must succeed at a DC 14 Fortitudesave or melt and gain the broken condition. Another strike by the same weapon causes the metal weapon to be destroyed if it fails a second save. Wood weapons are destroyed after only one failed save. Unarmed and natural attacks made against the magmin deal 1 point of fire damage to the attacker. The save DC is Constitution-based.
Searing Aura (Ex)
A magmin radiates extremely high temperatures, and any creature that starts its turn within 20 feet of a magmin must succeed at a DC 14 Fortitude save or take 1d6 points of fire damage. The save DC is Constitution-based.
ECOLOGY
Environment any land (Plane of Fire)
Organization solitary or gang (2-8)
Treasure standard
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.