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|Size/Type:||Small Elemental (Fire)|
|Hit Dice:||2d8 (9 hp)|
|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)|
|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)|
CombatCombustion (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.
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.
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