Magmin | CR 3 |
---|---|
Always CN Small Elemental (Fire, Extraplanar) Init +0; Senses darkvision 60 ft.; Listen +0, Spot +3 Aura fiery aura Languages Ignan |
|
AC 17, touch 11, flat-footed 17; melt weapons hp 11 (2 HD); DR 5/magic Immune fire Fort +3, Ref +3, Will +0 Weakness vulnerability to cold |
|
Speed 30 ft., Melee Burning touch +4 touch (1d8 fire plus combustion); or Melee Slam +4 (1d3+3 plus combustion) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp −1 |
|
Abilities Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10 SQ elemental traits Feats Great Fortitude Skills Climb +4, Spot +3 Advancement 3-4 HD (Small); 5-6 HD (Medium) |
|
Combustion (Ex) Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 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. The save DC is Constitution-based.
Fiery Aura (Ex) Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.
Melt Weapons (Ex) Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based. |