Free interactive D&D 5e SRD stat block

Magmin

Small Elemental, CR 1/2, AC 14, 13 HP. Chaotic Neutral.

Small Elemental, Chaotic Neutral

AC
14
Initiative
+2 (12)
HP
13 (3d6+3)
Speed
30 ft.
ScoreModSave
STR 7 -2 -2
DEX 15 +2 +2
CON 12 +1 +1
INT 8 -1 -1
WIS 11 +0 +0
CHA 10 +0 +0
Immunities
Fire
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
Primordial (Ignan)
CR
1/2 (XP 100; PB +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 (2d6) Fire damage. Success: Half damage.

Actions

Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4+2) 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.

How to run Magmin

A magmin is a CR 1/2 firework. 13 HP, AC 14, and Death Burst means it explodes when killed for 2d6 fire on a DC 11 Dex save in a 10-foot emanation. Run them in groups of three to six and the encounter takes care of itself, because the party's first big AOE turns the front rank into a chain of overlapping bursts.

Open by closing the distance. Speed 30 and a Touch attack at +4 for 2d4+2 fire on hit means the magmin is in melee turn one. The bonus action Ignited Illumination is on by default in any fight, so each magmin is also a 10-foot radius of bright light, which kills the rogue's hide attempts and lets ranged enemies see across the room. Touch starts flammable objects burning, including a creature's clothing or pack if the GM is generous about ruling. The fire is small but it stacks across rounds.

Target priority is whoever stands closest. Magmins are not clever; Intelligence 8 and Wisdom 11 means they don't pick the right target, they pick the nearest one. Fire immunity means the party's pyromancer is wasting slots; the cleric needs to swing radiant or cold or just basic weapons. The real tactical question is positioning. A smart party will spread out to keep Death Burst from chaining; a dumb party will cluster, and the first magmin kill takes 2d6 off the next two PCs in line, who then trigger their own bursts when the chain wave hits the magmin behind them.

Magmins do not retreat. They were lit up by something (a fire elemental cult, an efreet's contract, a ruptured forge in the Plane of Fire) and they keep walking until they detonate. If you want a softer exit, tie them to a brazier or summoning circle the party can disrupt. Smash the brazier and the remaining magmins gutter out where they stand.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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