bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
fire
Senses
darkvision 60 ft., passive Perception 10
Languages
Ignan
Traits
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 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 ft.
Actions
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.
How many magmins for a fight?
A magmin is worth 100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many magmins fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
2
3
4
2nd
4
6
8
3rd
6
9
12+
4th
10
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the magmin compares at CR 1/2
Against the 32 other challenge 1/2 monsters in the SRD 5.1, the magmin has more hit points than 0 of them, which makes it one of the frailest at its CR. See every CR 1/2 monster.
Statistic
Magmin
CR 1/2 average
Armor Class
14
12.4
Hit points
9
21
Best attack bonus
+4
+4
Magmin 2024 stat block
The 2024 Monster Manual revised the magmin, and the SRD 5.2 carries the new stat block. What changed:
Hit points: 9 → 13.
Armor Class
14
Hit Points
13 (3d6 + 3)
Speed
30 ft.
Challenge
1/2 (100 XP)
STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
12 (+1)
8 (-1)
11 (+0)
10 (+0)
Damage immunities
fire
Senses
darkvision 60 ft., passive Perception 10
Languages
Primordial (Ignan)
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.