rpg—rules

monster

Magma Mephit

Small Elemental, Neutral Evil

Armor Class
11
Hit Points
18 (4d6 + 4)
Challenge rating
1/2
CHA
10 (+0)
CON
12 (+1)
DEX
12 (+1)
INT
7 (-2)
STR
8 (-1)
WIS
10 (+0)

Small Elemental, Neutral Evil

AC 11 · Initiative +1 (11)

HP 18 (4d6 + 4)

Speed 30 ft., Fly 30 ft.

Ability Score Mod Save
Str 8 −1 −1
Dex 12 +1 +1
Con 12 +1 +1
Int 7 −2 −2
Wis 10 +0 +0
Cha 10 +0 +0

Skills Stealth +3

Vulnerabilities Cold

Immunities Fire, Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft.; Passive Perception 10

Languages Primordial (Ignan, Terran)

CR 1/2 (XP 100; PB +2)

Traits

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.

Source · SRD 5.2.1 · page 307