Mephits & Magmin
<i>Monsters for "Mephits & Magmin" adventure in <u>So You Want To Be A Dungeon Master</u></i> by Justin Alexander adapbted from 5e SRD.
Explodes on death. DC 10 DEX save or 2d8+2 damage to creatures within reach 2 (half on save).
Sets itself ablaze or extinguishes its flames. While ablaze, sheds Bright Light within reach 2 and Dim Light for an additional 2 reach.
- •Touch.
2d8+2 If target is a creature or flammable it starts burning. A burning creature or object takes 1d4 damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
- •Steamblast.
(1 use, cone 6) DC 10 STR save or 2d8+2 damage (half on save).
At 25 HP, Steamblast recharges
At 13 HP, Steamblast reacharges
Asuvius is a Magmin Uraniac, more intelligent than the norm, he has knowledge of both Arcana and Alchemy.
Lvl 2 construct
- Slam (2x).1d8+3
Animated suits of armor might move with steady deliberateness or awkward gaits. They're often constructed from plate armor, making them easy to mistake for soldiers or helmed horrors. Other types of armor or even metal statuary might also become animated armor.
Lvl 1 small elemental
Mephit, ImperfectDue to the mephits in Firebelch Cavern being created instead of summoned they do NOT have the Death Burst effects.
- •Claw.2d8+2
- •Fire Breath.
(1 use, cone 3) DC 10 DEX save or 2d8+2 damage (half on save)
These mephits embody the merging of earth and fire as glowing magma. They love melting things, but they loathe magmins and attack them on sight.
Explodes on death. DC 10 DEX save or 2d8+2 damage to creatures within reach 2 (half on save).
Sets itself ablaze or extinguishes its flames. While ablaze, sheds Bright Light within reach 2 and Dim Light for an additional 2 reach.
- Touch.2d8+2
If target is a creature or flammable it starts burning. A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
A Magmin typical of it's species.
Lvl 1/3 small elemental
Mephit, ImperfectDue to the mephits in Firebelch Cavern being created instead of summoned they do NOT have the Death Burst effects.
- •Slam.1d6+2
- •Mud Breath.
(1 use, reach 3) DC 9 DEX or restrained until end of mephit's next turn
A combination of earth and water, mud mephits are crude, disgusting creatures. They take every opportunity to ruin objects and pollute food with muck.
Lvl 1/3 small elemental
Mephit, ImperfectDue to the mephits in Firebelch Cavern being created instead of summoned they do NOT have the Death Burst effects.
- •Claw.1d6+2
- •Cinder Breath.
(1 use, reach 3) DC 9 DEX or blinded until end of mephit's next turn
Smoke mephits are elusive beings formed of fiery cinders and hot air. They love misleading creatures and then mocking them for their gullibility.
Lvl 1/3 small elemental
Mephit, ImperfectDue to the mephits in Firebelch Cavern being created instead of summoned they do NOT have the Death Burst effects.
- •Claw.1d4+2
- •Steam Breath.
(1 use, reach 3, cone 3) DC 9 STR save or slowed and 1d6+2 damage (half damage on save only)
These arrogant mephits are made of heat and vaporous water. They often trick creatures into doing them favors, then renege on promised rewards.