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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