Magmin
Small Elemental (Fire) 2d8 (9) +1 (Dex) 20 ft. (15ft out of lava) 14 (+1 size, +1 Dex, +2 natural) Burning touch +3 melee, or Slam +3 melee Burning touch 1d8 fire and combustion, or Slam 2d8+1 (half is fire) 5ft by 5ft / 5ft Combustion, fiery aura Elemental, fire subtype, melt weapons, damage reduction 5/[+1 or Cold Iron] Climb +4, Escape Artist +5, Jump +4, Spot +4 Weapon Finesse Paraelemental Plane of Magma Solitary, gang (2-4) or squad (6-10) 3 Standard coins, goods and items (non flammable goods or items, if one flammable item appears, don’t ignore the roll, it’s just destroyed or consumed) Always Chaotic Neutral 3-4 HD (small) Combustion (Ex): Anyone touched by a Magmin must succeed at a Reflex save (DC 11) or take an additional 1d8 points of fire damage as clothes burn or armor becomes searing hot. The damage continues for 1d4+2 rounds after the Magman’s last successful attack. Particularly flammable materials carried by the character (oil or scroll for example) must save each round against fire (DC 11) or be destroyed, and possibly cause extra damage. Large amounts of water or any effect designed to pour out fires ends this effect instantly. Fiery Aura (Ex): Anyone within 30 feet of any number of Magmin must succeed a Fortitude save (DC 11) each round or take 1d6 heat damage for the intense heat. Elemental: Immune to poison, sleep, paralysis, stunning, or critical hits. Darkvision 60 feet. Fire Subtype (Ex): Immune to fire and cold do double damage on a failed save. Melt Weapons (Ex): Any weapon with less than a +2 enchantment that strikes a Magmen must succeed a Fortitude save (DC 11) or be melt away into slag.
5-6 HD (medium)