MAGMA MEPHIT – 5e stats

Small elemental (mephit), neutral evil

Armor Class 11
Hit Points 22 (5d6+5)
Speed 30 ft., fly 30 ft.

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
8 (-1)12 (+1)12 (+1)7 (-2)10 (+0)10 (+0)

Skills Stealth +3
Damage 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 feet 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.

Regeneration. The magma mephit regains 1 hit point at the start of its turn.

ACTIONS

  • Multiattack. The fire mephit makes two attacks with its claws.
  • 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A Magma mephit is a small elemental creature composed of earth and fire. It has a humanoid shape with bat-like wings, claws, and horns. Its skin is rough and rocky, glowing with a dull red color as it perspires lava. It has a mischievous and cruel personality, delighting in causing pain and destruction with its fiery abilities. It speaks Ignan and Terran, the languages of fire and earth elementals.

COMBAT

A Magma mephit is not very strong or agile, but it has some innate magical powers that make it a dangerous foe. It can cast heat metal once per day, causing a metal object to become red-hot and burn anyone who touches it. It can also breathe fire in a cone, scorching everything in its path. When it dies, it explodes in a burst of lava, harming anyone nearby. A Magma mephit is vulnerable to cold damage, which can freeze its molten body and make it brittle. It is immune to fire and poison damage, as well as the poisoned condition.

HABITAT / SOCIETY

A Magma mephit is usually found in hot and volcanic regions, such as the Underdark or the Plane of Fire. It prefers to dwell near sources of magma, lava, or geysers, where it can replenish its body and enjoy the heat. A Magma mephit is often summoned by powerful fire or earth mages, who use it as a servant or a spy. A Magma mephit can also summon other mephits of its kind, but only with a 25 percent chance of success. A Magma mephit is loyal to its summoner, but otherwise has no sense of allegiance or morality. It will attack anyone who annoys it or threatens its territory.

ECOLOGY

A Magma mephit is a living embodiment of the fusion of fire and earth. It has no need for food or water, but it does require heat to sustain itself. A Magma mephit can survive in cold environments for a short time, but it will eventually freeze and shatter if not exposed to warmth. A Magma mephit has no natural predators, but it may be hunted by adventurers or other elemental creatures who seek its magical essence. A Magma mephit has no role in the natural balance of the world, but it may cause environmental damage with its fiery attacks.

Magma Mephit is employed as component to empower the following spells: