Monster I’d Like to Fight: Magmis

Monster I'd Like to Fight: Magmis

Magmis, colossal elemental beings hailing from the scorching realms of the Elemental Plane of Fire, are intricately tied to the molten core and fiery torrents of their native domain. These massive creatures, often found within the depths of volcanoes or the seething seas of lava, embody the raw power of the inferno. Their presence in the Material Plane is most commonly attributed to cultists consumed by a desire for destruction. Through potent and arduous rituals, these cultists summon a magmis, though at great cost as death often awaits them upon the explosive emergence of the elemental entity.

The arrival of a magmis ignites an escalation of volcanic unrest, triggering devastating eruptions that ravage the surrounding landscape. These cataclysmic events cast a shroud of ash, blanketing the area in a veil of darkness. Unleashing their fury upon their newfound terrain, the magmis employs their formidable abilities to rain down fire within a vast radius. With relentless fervor, they conjure meteor swarms and unleash fireballs, transforming the vicinity into a seething realm reminiscent of the Elemental Plane of Fire itself.

Magmis

Gargantuan Elemental, Typically Neutral


Armor Class 16

Hit Points 307 (15d20 + 150)

Speed 0 ft.

STRDEXCONINTWISCHA
27 (+8)15 (+2)30 (+10)2 (-4)18 (+4)21 (+5)

Saving Throws Wis +10, Cha +11

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 14

Languages

Challenge 19 (22,000 XP)

Proficiency Bonus +6


Death Throes. When the magmis dies, it explodes, and each creature within 60 feet of it must make a DC 19 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Inferno Aura. The magmis radiates extreme heat and light, shedding bright light in a 300-foot radius and dim light in an additional 300 feet. A creature that starts its turn within the area of bright light must succeed on a DC 19 Constitution saving throw or take 10 (3d6) fire damage.

Legendary Resistance (3/Day). If the magmis fails a saving throw, it can choose to succeed instead.

Actions


Multiattack. The magmis makes two Fiery Slam attacks.

Fiery Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) fire damage. If the magmis scores a critical hit, it immediately casts fireball centered on the target.

Lava Shift (Recharge 5–6). The magmis magically teleports to a pool of lava that it can see within 300 feet. The pool of lava must be large enough to fit the magmis without squeezing and the space must be unoccupied. Each creature within 15 feet of the space must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting.The magmis casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 19):

  • At will: fireball, heat metal
  • 1/day: meteor swarm

Downloads

Further Reading

A magmis could be paired with slag spitters for a high level encounter.

Reflavor your favorite creatures into fire elemental versions to lead up to the magmis encounter.

Imagery created with Midjourney.

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