Magmin | Size & Type (subtype): | Small Elemental (Fire) | Hit Dice: | 2d8 (9) | Initiative: | +1 (Dex) | Speed: | 30 ft. | Armor Class: | 14 (+1 size, +1 Dex, +2 natural) | Attacks: | Burning touch +1 melee | Damage: | Burning touch 1d8 fire and combustion | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Combustion, fiery aura | Special Qualities: | Elemental, fire subtype, melt weapons, damagereduction 15/+1 | Saving Throws | Fortitude: 0 Reflex: 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 | Feats: | | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary , gang (2-4), or squad (6-10) | Challenge Rating: | 3 | Challenge Rating Value: | 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) |
| Description: |
Magmins speak Ignan.
Combat
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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