b'Magmoid \n'b'  Large   elemental ,  neutral  \n'b'  Armor Class  14 (natural armor)  Hit Points  120 (16d10 + 32)  Speed  40 ft.\n'b' STATS STR: 14 (+2) DEX:  17 (+3)  CON:  15 (+2)  INT:  4 (-3)  WIS:  10 (+0)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Vulnerabilities  cold  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  fire, lightning, poison  Condition Immunities   exhaustion ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained , unconscious  Senses   blindsight  60 ft., passive  Perception  10  Languages  Ignan, Terran  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'   Illumination . The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. \n'b'  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\xe2\x80\x99s space and stop there. The first time it enters a hostile creature\xe2\x80\x99s 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. \n'b'  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. \n'b'  Siege Monster . The magmoid deals double damage to objects and structures. \n'b'  Actions \n'b'   Multiattack . The magmoid makes two slam attacks. \n'b'  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. \n'b'  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. \n'b'  About \n'b' This elemental appears to be a massive of spherical ball entirely comprised of swirling liquid fire and rock. \n'b' Magmoids are giant balls of elemental magma that destroy or burn anything and everything they come in contact with. Though they are typically only found on the Planes of Earth or Fire, occasionally one slips through a portal or nexus into the Material Plane (usually in the heart of a volcano) where it wreaks havoc upon all things that cross its path; be it creatures, structures, or anything else not immune to fire. Attempts by arcane spellcasters (foolish arcane spellcasters some would say) to control or harness the power of a magmoid, thus far have failed. \n'b' Magmoids seem to serve no purpose in the ecology of their native plane and are thought to be a living extension of the plane itself. \n'b' Small bubbling pockets on the magmoid\xe2\x80\x99s form serve as sensory organs. A giant magmoid, measuring 30 feet across is thought to exist near the Sea of Fire, though none have ever seen it. \n'b' A magmoid attacks by spraying a blast of superheated magma at opponents or by slamming into and rolling over them. It often targets weapon-wielding creatures first and moves close enough where they can hit with their weapons. The magmoid knows that more than likely should a weapon hit its fiery form, it will be turned into a pile of slag in short order.'