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.

Level 1 Solo Small Elemental
50
INT+
Death Burst.

Explodes on death. DC 10 DEX save or 2d8+2 damage to creatures within reach 2 (half on save).

Ignited Illuminated.

Sets itself ablaze or extinguishes its flames. While ablaze, sheds Bright Light within reach 2 and Dim Light for an additional 2 reach.

Choose one.
  • 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).

BLOODIED:

At 25 HP, Steamblast recharges

LAST STAND:

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

H520
  • 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.

Imperfect Mephits.

Due to the mephits in Firebelch Cavern being created instead of summoned they do NOT have the Death Burst effects.

Choose one.
  • 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.

Lvl 1 small elemental

Magmin
26
Death Burst.

Explodes on death. DC 10 DEX save or 2d8+2 damage to creatures within reach 2 (half on save).

Ignited Illuminated.

Sets itself ablaze or extinguishes its flames. While ablaze, sheds Bright Light within reach 2 and Dim Light for an additional 2 reach.

Choose one.
  • 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.

44415
Imperfect Mephits.

Due to the mephits in Firebelch Cavern being created instead of summoned they do NOT have the Death Burst effects.

Choose one.
  • 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.

Imperfect Mephits.

Due to the mephits in Firebelch Cavern being created instead of summoned they do NOT have the Death Burst effects.

Choose one.
  • 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.

M611
Imperfect Mephits.

Due to the mephits in Firebelch Cavern being created instead of summoned they do NOT have the Death Burst effects.

Choose one.
  • 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.