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Small elemental · CR 1/2

Magma Mephit

Armor Class11
Hit Points22 (5d6+5)
Speed30 ft., fly 30 ft.
ChallengeCR 1/2 (100 XP)
STR
8
(-1)
DEX
12
(+1)
CON
12
(+1)
INT
7
(-2)
WIS
10
(+0)
CHA
10
(+0)
SkillsStealth +3
Immunitiesfire, poison
Vulnerabilitiescold
Cond. ImmunePoisoned
Sensesdarkvision 60 ft., passive Perception 10
LanguagesIgnan, Terran
Special Abilities
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. The mephit can innately cast heat metal (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: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
Fire Breath. 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.

Running Magma Mephit in an encounter

As a CR 1/2 threat worth 100 XP, Magma Mephit is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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