Magmoblin (3.5e Creature)

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Size/Type: Small Outsider (Fire, Native)
Hit Dice: 6d8+6 (30 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +6/+2
Attack: Slam +10 melee (1d4 plus 1d4 fire)
Full Attack: Two slams +10 melee (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn
Special Qualities: Darkvision 60 ft., elemental traits, extinguish, immunity to fire, outsider traits, vulnerability to cold
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10
Skills: Bluff +9, Climb +9, Hide +15, Intimidate +9, Listen +9, Move Silently +11, Spot +9, Survival +9
Feats: Alertness, Weapon Focus (Slam), Dodge, Improved InitiativeB, Weapon FinesseB
Environment: Hot arid regions
Organization: Solitary or Gang (4-7)
Challenge Rating: 7
Treasure: Standard (Non-flamable)
Alignment: Usually neutral evil
Advancement: 2-8 HD (Small), 9-15 HD (Medium), 15-18 HD (Large), 19-20 HD (Huge)
Level Adjustment: +1

In the center of a pile of ash that was once a small village, a small flame burns. As you approach it, it's happy giggling is heard before it seems to glide over toward you. All too late the group of like creatures are spotted, hidden among the ash as their bodies light once more.

The magmoblin is a crossbred creature between a goblin and a small fire elemental. It is possible for a wizard to create a magmoblin. To do so requires a DC 42 crossbreeding check (character's wizard level + intelligence modifier + months preparation (max +5) + number of previously failed attempts + 20 if the transmutation has been done before). It costs 11,000 gold pieces to attempt to create a magmoblin.

Magmoblins appear to be goblinoid in shape, with the exception that their bodies appear to be composed of flame. They do not float, but they walk with such quick steps it appears that they do. When a magmoblin perishes, or is knocked out by some means, it's flame is extinguished and it's semi-transparent rock hard black body is visable. A magmoblin has no internal organs, though it does have vocal cords it utilizes by jetting hot hair through them to produce crude sounds.

Magmoblins exist to burn and destroy everything flamable. Apart from the burning desire to torch every object nearby, magmoblins live fairly quiet lives, and enjoy simple pranks. Their behavior is compareable to a more gentle goblin. If a magmoblin encounters any source of water, it will avoid it at all costs. A group of magmoblins reproduce as goblins do, and can become a threat fairly quickly.

Magmoblins speak goblin and Ignan, though they prefer simple cries of firey destruction. A magmoblin with an intelligence score of 12 or higher speaks a rough version of common.


Magmoblins prefer to lure an opponet away from others, and then attack him with numbers, and attempt to light anything he carries on fire. A solitary Magmoblin will avoid combat, fleeing if engaged.

Extinguish (Ex) A magmoblin may willingly temporarily extinguish it's flames, losing the burn ability, to hide. It may only remain in this state for 10 rounds + 1 round per Con modifer. A magmoblin that attempts to hide without extinguishing itself suffers a -30 penalty on it's hide check. A magmoblin that hides within an already existant fire does not suffer this penalty.

Burn (Ex): A magmoblin's slam attack deals bludgeoning damage plus fire damage from the magmoblin’s flaming body. Those hit by a magmoblin's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the magmoblin’s size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Size Height Weight Burn Save DC
Small 4 ft. 23 lbs. 12

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