Magmoid
Large elemental, neutral
Armor Class
14 (natural armor)
Hit Points
120 (16d10 + 32)
Speed
40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
15 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities
fire, lightning, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities
cold
Condition Immunities
exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
blindsight 60 ft., passive Perception 10
Languages
Ignan, Terran
Challenge
8 (3,900 XP)
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Magma Form. The magmoid can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the magmoid or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. In addition, the magmoid can flow into a hostile creature’s space and stop there. The first time it enters a hostile creature’s space on a turn, that creature takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the flames, the creature takes 4 (1d8) fire damage at the start of each of its turns.
Melt Weapons. Any nonmagical weapon made of metal that hits the magmoid melts. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal or other flammable material is melted or burned and is destroyed after dealing damage.
Siege Monster. The magmoid deals double damage to objects and structures.
Actions
Multiattack. The magmoid makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 9 (2d8) 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 4 (1d8) fire damage at the start of each of its turns.
Magma Blast (Recharge 6). The magmoid hurls a blast of magma in a 60-foot line that is 5-foot-wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failure and half as much damage on a success. In addition, any creature or a flammable object in the line ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns.