Magmin (CR 3)
Small Elemental (Fire and Extraplanar)
Alignment: Always chaotic neutral
Initiative: +0; Senses: darkvision 60 ft. and Spot +3
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Hit Dice: 2d8+2 (11 hp); DR: 5/magic
Fort +3, Ref +3, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -1
Attack: Burning touch +4 melee or slam +4 melee
Full Attack: Burning touch +4 melee or slam +4 melee
Damage: Burning touch 1d8 fire and combustion; slam 1d3+3 plus combustion
Special Attacks/Actions: Combustion, fiery aura
Abilities: Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10
Special Qualities: Elemental, fire immunity, melt weapons, cold vulnerability
Feats: Great Fortitude
Skills: Climb +4 and Spot +3
Advancement: 3-4 HD (Small); 5-6 HD (Medium-size)
Climate/Terrain: Elemental Plane of Fire
Organization: Solitary, gang (2-4), or squad (6-10)
Treasure: Standard coins; standard goods (non-flammables only); standard items (non-flammables only)
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 are immune to fire magmins are reduced to unarmed attacks. In any case, magmins are not valiant fighters. They usually flee if injured though often only far enough to set up a fiery ambush for their enemies.
Combustion (Ex): Anyone a magmin touches must succeed at a Reflex save (DC 11) or take an additional 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.
Fiery Aura (Ex): Anyone within 30 feet of a magmin must succeed at a Fortitude save (DC 11) or suffer 1d6 points of heat damage from the intense heat. Treat this effect as an emanation (see Aiming a Spell, page 148 in the Player's Handbook).
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed at a Fortitude save (DC 11) or melt away into slag.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.