Page 217 - Monster Manual [11th Print]
P. 217
MllGMll MEPHIT
MAGMA M E PHIT
Composed of earth and fire,
magma mephits glow a dull
red color as they perspire beads
of molten lava. They are slow to
comprehend the meaning of others'
words and actions.
Mun M E P H I T
Mud mephits are slow, unctuous creatures of earth
and water. They drone their complaints to all who will
listen, and beg incessantly for attention and treasure.
Muo MeP><IT
MAGMA MEPHIT
Small elemental, neutral evil
Mun MEPHIT
Armor Class 1 Small elemental, neutral evil
1
Hit Points 2 (Sd6 + 5)
2
Speed 30 ft., fly 30 ft.
Armor Class 1 1
2
STR DEX CON I N T WIS CHA Hit Points 7 (6d6 + 6)
1
8 (- ) 1 2 (+l) 1 2 (+l) 7 (-2) 10 (+0) 10 (+O) Speed 20 ft., fly 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
Skills Stealth +3 8 (-1) 12 (+l) 12 (+ ) 9 (-1) 11 (+0) 7 (-2)
l
Damage Vulnerabilities cold
fi
Damage Immunities r e, poison
Condition Immunities poisoned Skills Stealth +3
Senses darkvision 60 ft., passive Perception l 0 Damage Immunities poison
Languages lgnan, Terran Condition Immunities poisoned
Challenge 1/2 (100 XP) Senses darkvision 60 ft., passive Perception l 0
Languages Aquan, Terran
Challenge 1/4 (SO XP)
Death Burst. When the mephit dies, it explodes in a burst
1
of lava. Each creature within 5 feet of it must make a DC 1
Dexterity saving throw, taking 7 (2d6) r e damage n a failed Death Burst. When the mephit dies, it explodes in a burst of
fi
o
save, or half as much damage on a successful one. sticky mud. Each Medium or smaller creature within 5 feet
m
of it u st succeed on a DC 1 Dexterity saving throw or be
1
False Appearance. While the mephit remains motionless, it is restrained until the end of the creature's next turn.
indistinguishable from an ordinary mound of magma.
False Appearance. While the mephit remains motionless, it is
i
Innate Spellcasting (1/Day). The mephit can n nately cast heat indistinguishable from an ordinary mound of mud.
metal (spell save DC 10), requiring no material components.
Its innate spellcasting ability is Charisma. ACTI O N S
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
ACTI O N S
Hit: 4 (ld6 + l) bludgeoning damage.
Claws. Melee Weapon Attack: 3 to hit, reach 5 ft., one creature. Mud Breath (Recharge 6). The mephit belches viscid mud
+
fi
Hit: 3 (ld4 + l) slashing damage plus 2 (ld4) r e damage.
onto one creature within 5 feet of it. If the target is Medium
1
Fire Breath (Recharge 6). The mephit exhales a 1 5 -foot cone or smaller, it u st succeed on a DC 1 Dexterity saving throw
m
fi
of r e. Each creature n that area u st make a DC 11 Dexterity or be restrained for l minute. A creature can repeat the saving
i
m
saving throw, taking 7 (2d6) r e damage on a failed save, or throw at the end of each of its turns, ending the effect on itself
fi
half as much damage on a successful one. on a success.
ME PH ITS
2 1 6

