Statistics
| Creature type | Small elemental, neutral evil |
|---|---|
| Armor Class | 11 |
| Hit Points | 22 (5d6 + 5) |
| Speed | 30 ft., fly 30 ft. |
| Ability Scores | STR 8 (-1), DEX 12 (+1), CON 12 (+1), INT 7 (-2), WIS 10 (+0), CHA 10 (+0) |
| Saves and Skills | Stealth +3; immune to fire and poison; vulnerable to cold |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | Ignan, Terran |
| Challenge | 1/2 (100 XP) |
Traits
Death Burst. When the mephit dies, creatures within 5 feet make a DC 11 Dexterity save or take 7 (2d6) fire damage. False Appearance. Motionless, it resembles ordinary magma.
Actions
Claws. Melee Weapon Attack: +3 to hit; 3 (1d4 + 1) slashing plus 2 (1d4) fire. Fire Breath (Recharge 6). 15-foot cone, DC 11 Dexterity save, 7 (2d6) fire damage, half on success.
Tactics and Roleplaying
At Cinderwake Camp, mephits ignite fodder and canvas until attacked. They avoid cold effects and cluster around existing fires, making their Death Bursts dangerous to nearby supplies.