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Magmin

Built of fire and magma, this short humanoid radiates intense heat that causes the air around it to shimmer.

Magmin CR 3

XP 800
CN Small outsider (elemental, extraplanar, fire)
Init +0; Senses darkvision 60 ft.; Perception +7
Aura searing aura (20 ft., DC 14)

DEFENSE

AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +3
DR 5/magic; Immune elemental traits, fire
Weaknesses vulnerable to cold

OFFENSE

Speed 30 ft.
Melee melee touch +7 (1 plus burn) or slam +7 (1d6+2 plus burn)
Special Attacks burn (1d6, DC 14)

STATISTICS

Str 15, Dex 11, Con 15, Int 8, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 15
Feats Iron Will, Power Attack
Skills Acrobatics +7, Climb +9, Perception +7, Sense Motive +7, Stealth +11
Languages Ignan
SQ heated flesh

SPECIAL ABILITIES

Heated Flesh (Ex)

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.

Searing Aura (Ex)

A magmin radiates extremely high temperatures, and any creature that starts its turn within 20 feet of a magmin must succeed at a DC 14 Fortitude save or take 1d6 points of fire damage. The save DC is Constitution-based.