Magma Mephit
Type
Elemental
Properties
Magma Mephit
Small Elemental, Neutral Evil
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)Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 60 Ft., passive Perception 10
Languages Ignan, Terran
Challenge Rating 1/2 (100 xp)
Innate Spellcasting. 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.
1/day each: Heat MetalFalse Appearance:While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Elemental Nature:A magma mephit doesn't require food, drink, or sleep.
Chill Out:The magma mephit takes double damage from any source that deals cold damage.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) fire damage.
Heat Metal 2nd-level transmutation Casting Time:1 action Range:60 feet Components:V, S Duration:Concentration, up to 1 minute The magma mephit chooses a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that it can see within range. It causes the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when it casts the spell. Until the spell ends, it can use a bonus action on each of its subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 10 Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of the magma mephit's next turn.
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.
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.
If taken as a Sidekick, they lose access to this ability. 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.