Magmin
While magmins populate the Plane of Fire, they sometimes slip through elemental rifts into the Material Plane. These rifts usually occur in places of searing heat, such as volcanoes or underground rivers of magma, or in places of strong, unpredictable magic. The latter scenario usually results in more problematic entrances, as magmins tend to accidently set fire to any nearby flammable objects.
Though not courageous, these small outsiders still make formidable foes against any creature without resistance to their intense heat. Their touch incinerates clothing, and creatures that strike their bodies with steel run the risk of reducing their weapons to slag. Magmins' best defense in their homes on the Plane of Fire is in their sheer numbers. Their settlements, dotted with magma pools and leaping geysers of molten rock, teem with staggering numbers of the creatures.
Magmins are paranoid and untrusting. Always fearful of the larger denizens of the Plane of Fire, magmins harangue any interlopers with dozens of questions, asking where they are going, where they came from, and what they are doing near the magmins' precious magma pools. If travelers' answers are unsatisfactory, the magmins try to shuffle the creatures off as quickly as possible. Those who refuse to leave risk being thrown into a pool of liquid rock.
Magmins take great pride in the cultivation of their magma pools. Each magma pool has a different purpose, such as bathing, cooking meals, or relaxation. Magmins add minerals and salts to these pools to properly season them for their intended uses. Cooking pools (sometimes called “murder pools” by strangers) burn hotter than most others, and relaxation pools are generally darker than bathing pools.
Upon reaching adulthood, magmins stand 4 feet tall, their dense compositions giving them a weight of 300 pounds.
- HP
- 30 (4d10+8)
- AC
- 17, touch 11, flat-footed 17 (+6 natural, +1 size)
- Speed
- 30 ft.
- Init
- +0
- Melee
- touch +7 (1 fire plus burn) or slam +7 (1d6+2 plus 1 fire and burn)
- BAB
- +4
- CMB
- +5
- CMD
- 15
- Fort
- +6
- Ref
- +4
- Will
- +3
- DR
- 5/magic
Weapons: Martial, Simple
burn (1d6, DC 14)
Heated Flesh — Any metal weapon striking a magmin must succeed at a DC 14 Fortitude save or melt and gain the broken condition. Another strike by the same weapon causes the metal weapon to be destroyed if it fails a second save. Wood weapons are destroyed after only one failed save. Unarmed and natural attacks made against the magmin deal 1 point of fire damage to the attacker. The save DC is Constitution-based.
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
Acrobatics +7, Climb +9, Perception +7, Sense Motive +7, Stealth +11
- Type
- Outsider
- Alignment
- CN
- Size
- Small
- Environment
- any land (Plane of Fire)
- Organization
- solitary or gang (2-8)
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +7
- Languages
- Ignan
- Source
- Bestiary 3
-
Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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