Upheaval

Magmin

CR 3, CN Small Elemental (extraplanar, fire)

Senses: Perception 7, Darkvision 60

Speed: 30 ft.  Skills: Acrobatics 3, Athletics 5, Insight 7, Stealth 11

Languages: Ignan

Ability Scores: Str 15 (+7), Dex 11 (+5), Con 15 (+7), Int 8 (+0), Wis 10 (+1), Cha 10 (+1)

INIT: +0  CP: +4  HP: 30 (4d10+8)  SA: --  DC: 16

AC: 19  Touch: 11  Flat-footed: 19 [+8 Natural, +1 Size]

SR: --  Vulnerable: Cold 1  Resistant: --  Bypass: +1 weapon

Immunity: Fire, Bleed, Poison  Effect Immunity: Critical Hits, Paralysis, Sneak Attack, Sleep, Stun, Suffocation, Starvation

QUALITIES

Power Attack (ex) - A Magmin may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Magmin does one extra point of damage. The Magmin must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

Heated Flesh (ex, Fire) - Any weapon striking this creature must succeed at a Con save or take 4d6 points of fire damage. Damage to this weapon is not halved. Natural weapons deal damage to the attacking creature.

Searing Aura (ex, Fire, Aura) - This creature radiates extremely high temperatures, and any creature that starts its turn within 20 feet of it must succeed at a Con save or take 1d6 points of fire damage.

ACTIONS
Attacks
DESCRIPTION

Environment: Extraplanar (Plane of Fire)

Organization: None

Treasure: standard

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

While magmins populate the Plane of Fire, they sometimes slip through elemental rifts into the Material Plane. These rifts usually occur in places of searing heat, such as volcanoes or underground rivers of magma, or in places of strong, unpredictable magic. The latter scenario usually results in more problematic entrances, as magmins tend to accidently set fire to any nearby flammable objects. Though not courageous, these small outsiders still make formidable foes against any creature without resistance to their intense heat. Their touch incinerates clothing, and creatures that strike their bodies with steel run the risk of reducing their weapons to slag. Magmins' best defense in their homes on the Plane of Fire is in their sheer numbers. Their settlements, dotted with magma pools and leaping geysers of molten rock, teem with staggering numbers of the creatures. Magmins are paranoid and untrusting. Always fearful of the larger denizens of the Plane of Fire, magmins harangue any interlopers with dozens of questions, asking where they are going, where they came from, and what they are doing near the magmins' precious magma pools. If travelers' answers are unsatisfactory, the magmins try to shuffle the creatures off as quickly as possible. Those who refuse to leave risk being thrown into a pool of liquid rock. Magmins take great pride in the cultivation of their magma pools. Each magma pool has a different purpose, such as bathing, cooking meals, or relaxation. Magmins add minerals and salts to these pools to properly season them for their intended uses. Cooking pools (sometimes called murder pools by strangers) burn hotter than most others, and relaxation pools are generally darker than bathing pools. Upon reaching adulthood, magmins stand 4 feet tall, their dense compositions giving them a weight of 300 pounds.