Magmin; Small elemental; chaotic neutral; 14; Natural armor; 9; 2d6 + 2; 30; 7; 15; 12; 8; 11; 10; ; ; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Fire; ; Darkvision 60 ft. | Passive Perception 10; Ignan; 1|2; 100; Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.; Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.; ;