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.



Small Elemental (Fire, Extraplanar)

Hit Dice:

2d8+2 (11 hp)




30 ft. (6 squares)

Armor Class:

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

Base Attack/Grapple:



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)


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


Fort +3, Ref +3, Will +0


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


Climb +4, Spot +3


Great Fortitude


Elemental Plane of Fire


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

Challenge Rating:



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


Always chaotic neutral


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.


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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Velon is impressed with the spells his companions have used, from Lia blocking a breath to Lawrance seemingly stifling Neronvain's magic. He uses the mental link to send urgent messages to the group to coordinate their efforts. "Mari, GO! Keep it up, Lia! We drop Neronvain, then we ALL flee! We'll kill them at the other end of the tunnel!" He thinks of Poljen and wonders if he'll even listen, but hopes dropping his intended target first will be a good compromise. Having their caster eliminated doesn't sound too bad anyhow.

The paladin charges at Neronvain, using his shield to deflect attacks from all other foes on the way, noticing that at least one troll looks confused in some way. He joins Poljen in flanking the Prince hopefully taking the caster out as fast as they can. He uses a booming blade attack on the Prince, another of the same attack enhanced by his sorcery, and follows those up with a quick but powerful swing of his hammer. If he seems a particularly good opening, he will call upon extra aid from Bahamut to smite his foe down with the fury of the dragon god.

Velon swiftly returns to just next to the passageway entrance with his hasted movement, urging all of the others to get through before him so he can take up the rear. He knows if he is snatched up by this dragon in tiger form, or any of the other large creatures, he can follow Zarra's lead and teleport away.

Out of Character:
*Will use SHIELD any time this turn*
60ft of movement to get to the Prince and back again so nothing is between Velon and the retreat
Action: Booming blade
Bonus Action: quickened Booming blade
Hasted Action: melee strike
*Will drop a level 4 Smite on any [Critical Hit]* (Will just roll that separately if it happens).

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