Magic Missile is a first level spell that fires three magical force darts, which you can fire at one creature or you can spread them among multiple targets. At higher levels, you add another dart for each spell level beyond first level (second level magic missile produces four darts).
Each dart deals 1d4 + 1 Force damage to the target. It hits every time; you do not make a spell attack roll and targets do not make any saving throws.
One thing I see you are confused about is where you mention:
"...does this creature use its constitution modifier to diminish the damage for each missile...?"
I am not sure where you are getting this from, actually, but normally creatures do not do that. (There is a race called Goliath that has a feature Stone's Endurance which allows them to roll 1d12 + the Goliath's constitution modifier and reduce damage taken by that much (after which they must complete a short or long rest to use the feature again).)
Creatures hit by the darts from Magic Missile take the force damage rolled, after applying vulnerabilities and resistances, or they do not take said damage if they are immune or something specifically blocks it (like a Shield spell). Same goes for anything else that deals damage. If you have a Player's Handbook nearby that you can read, pretty much everything about Damage is described on Pages 196 and 197 under the section Damage and Healing. That chapter is for Combat, and earlier in the chapter it describes making attack rolls, movement in combat, actions you can take, and the like. The next chapter is on the rules of casting spells: targets, areas of effect, range, duration, casting time, components, etc. You may want to skim over these a little bit, or if you are feeling into it you can read through them completely.