Magmin (CR 3)
Small Elemental (Fire and Extraplanar)
Alignment: Always chaotic neutral
Initiative: +0; Senses: darkvision 60 ft. and Spot +3
Languages: Ignan
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Hit Dice: 2d8+2 (11 hp); DR: 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: 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/Possessions: Standard coins; standard goods (non-flammables only); standard items (non-flammables only)
Source:
Monster Manual
Magmins are small, human-shaped beings that appear to have been sculpted from molten rock and flowing lava. They radiate intense heat and are wreathed in an aura of searing flames.
Although not truly evil, these fiery creatures are extremely mischievous. They like to watch things burn, perhaps lacking the ability to understand that flames are painful or even deadly to other creatures.
A typical magmin is 4 feet tall and weighs 1 pound. 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 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.