Magma Mephit
Magma Mephit
Small elemental, Neutral EvilSmall elemental, Neutral Evil
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.
[b]Death Burst.[/b] 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.
[b]False Appearance.[/b] While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
[b]Innate Spellcasting (1/Day).[/b] The mephit can innately cast [spell]heat metal[/spell] (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 d6: 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 on a d100 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.
[b]Claws.[/b] Melee Weapon Attack: [+3] to hit, reach 5 ft., one creature. Hit: ([1d4+1]) slashing damage plus ([1d4]) fire damage.
[b]Fire Breath (Recharge [d6]: 6).[/b] 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.
[b]Variant: Summon Mephits (1/Day).[/b] The mephit has a 25 percent chance on a [d100] 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.
Legendary Actions
Details
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