Illustration Xan Drake

Magma Mephit

System Reference Document 5.1
Challenge 1/2
(100 XP)
Robinloft Estimated CR 1/2
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)
Saving Throws
Skills Stealth +3
Damage Vulnerabilities cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Primordial (Ignan, Terran)
Environments underdark
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. The mephit's innate spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

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.

Mephits

Mephits are mischievous elemental tricksters, born from the union of disparate elemental planes. They are perpetually eager to sow chaos and confusion.

Elemental Mischief. Mephits come in various forms, each corresponding to a blend of elements. They delight in creating small-scale havoc, whether by igniting fires, chilling the air, or blinding enemies.

Unpredictable Allies. Though generally selfish, mephits can be bargained with. They often serve more powerful beings, seeking scraps of elemental energy or arcane knowledge in return.

Improvisational Impact. Mephits lack raw strength, making up for it with their elemental abilities and innate cunning. They prefer ambushes and hit-and-run tactics, using their elemental traits to control the battlefield in unexpected ways.

Magma Mephit

Not yet described

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