
Magmin
Small elemental · CR 1/2 · 100 XP
14 AC · 13 HP
Roll the Magmin
Press a roll button. The dice land here.
Stat block
- Type
- Small elemental, chaotic neutral
- Armor Class
- 14
- Hit Points
- 13 (3d6 + 3)
- Speed
- 30 ft.
- Challenge
- 1/2 (100 XP), proficiency +2
- Immunities
- fire
- Senses
- darkvision 60 ft., passive perception 10
- Languages
- Primordial (Ignan)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 | 15 | 12 | 8 | 11 | 10 |
Magmin odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Touch (+4) | 65% 4.8 dmg | 55% 4.1 dmg | 50% 3.8 dmg | 45% 3.4 dmg | 35% 2.7 dmg | 25% 2 dmg |
Magmin hit points
The stat block uses the average, 13. Rolled, 3d6 + 3 lands anywhere from 6 to 21.
| Hit points | Chance |
|---|---|
| 10 or more | 91% |
| 14 or more | 50% |
| 17 or more | 16% |
| 20 or more | 2% |
Traits
Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 () Fire damage. Success: Half damage.
Actions
Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 () Fire damage. If the target is a creature or a flammable object that isn’t being worn or carried, it starts burning.
Bonus actions
Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Other CR 1/2 monsters
Ape
Black Bear
Cockatrice
Crocodile
Darkmantle
Dust Mephit
Giant Goat
Giant Seahorse
Giant Wasp
Gnoll Warrior
Gray Ooze
Hobgoblin Warrior
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.