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Magmin
- STR
- 7 (-2)
- DEX
- 15 (+2)
- CON
- 12 (+1)
- INT
- 8 (-1)
- WIS
- 11 (+0)
- CHA
- 10 (+0)
When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet 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.
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 feet.
Actions
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.
Find this creature in the encounter builder

Source: Monster Manual (2014), p. 212 - Licenses and attribution