Magma Mephit
Small Elemental, neutral evil
100 XP
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 (1/Day)
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 (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.
Variant: 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.
Quick Reference
Running This Encounter
Magma Mephits are chaotic elemental spirits that attack with wild abandon, making them unpredictable opponents. Use their low AC and moderate HP to create vulnerable targets that reward accurate attacks. They work best in groups of 2-4 to pose a meaningful challenge, as solitary mephits fall quickly. Position them among environmental hazards like lava flows or heated terrain to maximize their elemental nature.
Combat Tactics
Magma Mephits prioritize dealing damage through their magma spray attack and will attempt to stay at range from melee combatants. When injured or outnumbered, they may attempt to flee by flying away from danger. They lack tactical awareness and will not coordinate complex strategies, attacking the nearest visible threat.
Environment & Setting
These creatures thrive in volcanic caverns, lava tubes, and the Elemental Plane of Fire. Place them near active magma pools, volcanic vents, or areas where the terrain itself deals fire damage to create dynamic encounters.