Magma Mephit

Monster Manual (2025) p. 207

Size
Small
Type
elemental
Alignment
neutral evil
AC
11
Initiative
1
Hit Points
18 (4d6+4)
Speed
walk 30 ft., fly 30 ft.
Skills
Stealth +3
Immunities
fire, poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Primordial (Ignan, Terran)
Challenge
1/2
Lineage
Mephit
Environment
planar (elemental)
STR
8
−1
DEX
12
+1
CON
12
+1
INT
7
−2
WIS
10
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

Death Burst

The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage.

Actions

Claw

Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage.

Fire Breath (Recharge 6)

Dexterity Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire damage. Success: Half damage.

recharge

D6

Other data

description

Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users. Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.

Magma Mephit: These mephits embody the merging of earth and fire as glowing magma. They love melting things, but they loathe magmins and attack them on sight.