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Creatures

Magma Mephit

A complete, table-ready profile for Magma Mephit, including defenses, abilities, actions, tactics, and roleplaying guidance.

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.

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