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D&D 5th Edition

Compendium

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Magma Mephit

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Traits

Death Burst: 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.

False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting (1/Day): The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6): 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.

Variant: Summon Mephits (1/Day): 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.

Attributes

Magma Mephit

Small elemental, Neutral Evil
  • Armor Class 11
  • Hit Points 22 (5d6+5)
  • Speed 30 ft., fly 30 ft.
STR
8 (-1)
DEX
12 (+1)
CON
12 (+1)
INT
7 (-2)
WIS
10 (+0)
CHA
10 (+0)
  • Skills Stealth +3
  • Vulnerabilities Cold
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Ignan, Terran
  • Challenge 1/2 (100 XP)
  • Death Burst. 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.
  • False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
  • Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Actions


  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d4 + 1) slashing damage plus (1d4)fire damage.
  • Fire Breath (Recharge 6). 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.
  • Variant: Summon Mephits (1/Day). 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.