Traits
Death Burst: Whenever the magmin would die, it can explodes in the burst of a fire and also the magma. Each and every creature within 10ft., of this must make a DC 11 Dexterity saving throw, and it is taking 7 (2d6) fire damage on a failed save, or else half as much damage on the successful one. Even the flammable objects that are not being worn or else carried in that are are ignited.
Ignited Illumination: As a bonus action, the magmin could be set itself the ablaze or else an extinguish its flames. Meanwhile the ablaze, and the magmin sheds bright light in the 10-foot radius and also in dim light for an additional 10 ft.
Actions
Touch: The melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. Suppose, if the target is a creature or else a flammable object, it normally ignites. Until unless a creature would be take an action to douse the fire and also the creature able to takes 3 (1d6) fire damage at the end of each of its turns.
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Attributes Of Magmin Monster
AC |
14 (Natural Armor)
|
Alignment | Chaotic Neutral |
CHA | 10 |
CON | 12 |
Challenge Rating
|
1/2 |
DEX | 15 |
HP |
9 (2d6+2)
|
INT | 8 |
Immunities | Fire |
Languages | Ignan |
Passive Perception
|
10 |
Resistances
|
Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
|
Roll 0
|
Touch 1d20 + 4 2d6
|
STR
|
7 |
Senses
|
Darkvision 60 Ft.
|
Size
|
Small |
Speed
|
30 ft.
|
Type
|
elemental |
WIS
|
11 |