Magma Mephit
Small Elemental, neutral evil
- Armor Class
- 11
- Hit Points
- 22 (5d6+5)
- Speed
- walk 30 ft., fly 30 ft.
- Challenge Rating
- 1/2
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 12 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 10 (+0) |
- Vulnerabilities
- cold
- Damage Immunities
- fire, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Ignan, Terran
Special Abilities
When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.