Page 217 - D&D Bestiary
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MAGMA MEPHIT
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 MEPHIT
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.
Mun MEPHIT
Armor Class 11
Hit Points 22 (5a6 + 5) Small elemental, neutral evil
Speed 30ft., fly 30ft.
Armor Class 11
Hit Points 27 (6d6 + 6)
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 7 (- 2) 10 (+0) 10 (+0) Speed 20ft., fly 20ft., swim 20ft.
STR DEX CON INT WIS CHA
Skills Stealth +3
Damage Vulnerabilities cold 8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)
Damage Immunities fire, poison
Condition Immunities poisoned Skills Stealth +3
Senses darkvision 60ft., passive Perception 10 Damage Immunities poison
Languages lgnan, Terran Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 10
Challenge 1/2 (100 XP)
Languages Aquan, Terran
Challenge 1/4 (50 XP)
Death Burst. When the mephit dies, it explodes in a burst
of lava. Each creature within 5 feet of it must make a DC 11
Death Burst. When the mephit dies, it explodes in a burst of
Dexterity saving throw, taking 7 (2d6) fire damage on a failed
sticky mud. Each Medium or smaller creature within 5 feet
save, or half as much damage on a successful one.
of it must succeed on a DC 11 Dexterity saving throw or be
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
Innate Spellcasting (1JDay). The mephit can innately cast heat indistinguishable from an ordinary mound of mud.
metal (spell save DC 10), requiring no material components.
Its innate spellcasting ability is Charisma. ACTIONS
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) bludgeoning damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Mud Breath (Recharge 6). The mephit belches viscid mud
Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
onto one creature within 5 feet of it. If the target is Medium
Fire Breath (Recharge 6). The mephit exhales a 15-foot cone or smaller, it must succeed on a DC 11 Dexterity saving throw
of fire. Each creature in that area must make a DC 11 Dexterity or be restrained for 1 minute. A creature can repeat the saving
saving throw, taking 7 (2d6) fire damage on a failed save, or throw at the end of each of its turns, ending the effect on itself
half as much damage on a successful one. on a success.
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