Dungeons and Dragons Monsters (M-N) 3.5 PBP RPG

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Monsters (M-N)

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Magmin

Magmin

Small Elemental (Fire, Extraplanar)

Hit Dice:

2d8+2 (11 hp)

Initiative:

+0

Speed:

30 ft. (6 squares)

Armor Class:

17 (+1 size, +6 natural), touch 11, flat-footed 17

Base Attack/Grapple:

+1/-1

Attack:

Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)

Full Attack:

Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Combustion, fiery aura

Special Qualities:

Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold

Saves:

Fort +3, Ref +3, Will +0

Abilities:

Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10

Skills:

Climb +4, Spot +3

Feats:

Great Fortitude

Environment:

Elemental Plane of Fire

Organization:

Solitary, gang (2-4), or squad (6-10)

Challenge Rating:

3

Treasure:

Standard coins; standard goods (nonflammables only); standard items (nonflammables only)

Alignment:

Always chaotic neutral

Advancement:

3-4 HD (Small); 5-6 HD (Medium)

Level Adjustment:

-

Magmins are small, human-shaped beings from the Elemental Plane of Fire that radiate intense heat and are wreathed in an aura of searing flames. A typical magmin is 4 feet tall and weighs 400 pounds.

Magmins speak Ignan.

Combat

Although small, magmins are dangerous opponents. Their touch is effective against those who lack protection or immunity from heat and flames, but if faced with opponents who have immunity to fire, magmins rely on their slam attack. In any case, magmins are not valiant fighters. They usually flee if injured, although often only far enough to set up a fiery ambush for their enemies.

A magmin's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin's last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.

Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.

Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.


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On the surface it looks like a fund twist on the original risk - now with 2 possible victory conditions. However, I feared what you mentioned, that the evil forces are too strong. The only time I played this, the ring was discovered very early on in the game; we had spent as much time reading the rules as playing the game. So we gave up on it, even though that had just been an unlikely roll and outcome.

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