Magmin
Magmin CR 3
CN Small Elemental (Fire, Extraplanar)
Init +2 (+2 Dex); Senses Darkvision 60 ft; listen +4, spot +5
Aura Fiery aura (20 ft, Fort DC 14 negates; 1d6 fire)
Languages Ignan
AC 19, touch 13, flat-footed 17 (+2 Dex, +1 size, +1 natural)
HP 15 (2 HD); DR 5/magic
Immune Fire
Fort +5, Ref +5, Will +2
Weakness Cold
Speed 30 ft
Melee Burning touch +6 touch (1d8 fire plus combustion) or
Melee Slam +6 (1d3+6 plus combustion)
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +1
Atk Options Melt weapons
Special Atks Combustion, fiery aura
Abilities Str 18, Dex 14, Con 16, Int 12, Wis 14, Cha 14
SQ Damage reduction 5/magic, darkvision 60 ft, elemental traits, immunity to fire, melt weapons, vulnerability to cold
Feats Great Fortitude
Skills climb +8, jump +6, listen +4, spot +5
Possessions/Treasure Standard coins; standard goods (nonflammables only); standard items (nonflammables only)
Combat: 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 14 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 14 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 14 Fortitude save or melt away into slag. The save DC is Constitution-based.
Environment: Elemental Plane of Fire
Organization: Solitary, gang (2-4), or squad (6-10)
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

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c) - highly improbable; given to unrealistic fantasies; fanciful
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