MagminCR 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
(+1 size, +6 natural)

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.