Magmin Fire Charmer Small elemental, lawful neutral Armor Class 12

12 Hit Points 20 (4d6 + 6)

20 (4d6 + 6) Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 7 (-2) 11 (0) 16 (+3) Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons.

bludgeoning, piercing, and slashing damage from nonmagical weapons. Damage Immunities Fire

Fire Senses passive Perception 10

passive Perception 10 Languages Ignan

Ignan Challenge 1 (200 XP) Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 13 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 ft. Innate Spellcasting. The magmin's innate spellcasting ability is Charisma, and it has a save DC of 13. It can cast the following spells innately, requiring no material components. At will: firebolt 3/day each: Burning Hands, Pyrotechnics, Faerie Fire 1/day each: Scorching Ray, Aganazzar's Scorcher Actions Touch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d6) fire damage. If the target is a creature or flammable object it ignites, taking 4 (1d6) fire damage at the beginning of each of its turns until it takes an action to put the fire out.

Credit: Mike Schell

Leaders of Their People

Magmin are chaotic creatures by nature but occasionally one will be born strong enough and powerful enough to lead groups of them. Blessed innately with magic, the magmin fire charmer is a magmin charismatic enough to lead other magmin into battle, and to command them with such force even these chaotic creatures follow their more powerful leader, for security.

The magmin fire charmer is a creature with spellcasting strength strong enough to lead small contingencies of magmin, raiding evil and good groups alike to keep themselves supplied. They usual hide out in volcanic settlements, or woods that are prone to wildfire, if they choose to reside outside of the Elemental Planes, leading their small contingencies of magmin.