3e SRD:Magmin

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This material is published under the OGL 1.0a.


Size/Type: Small Elemental (Fire)
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
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.


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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