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    Magma Mephit 5e: Heat Metal, Lava Breath and a Fiery Death

    A magma mephit is a CR 1/2 Small elemental with AC 11, 22 hit points in the 2014 rules (18 in 2024), a 30-foot fly speed, immunity to fire and poison, and vulnerability to cold. Its breath and its death burst both deal 7 (2d6) fire against a DC 11 Dexterity save, the highest DC of the four SRD mephits. The 2014 version also casts Heat Metal once a day, which can cook a fighter in plate armor for a minute. The 2024 magma mephit loses Heat Metal and False Appearance, and gains a slightly hotter claw.

    Table of Contents

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    Magma Mephit Stat Block (2014)

    Magma Mephit

    Small elemental, neutral evil

    Armor Class 11
    Hit Points 22 (5d6+5)
    Speed 30 ft., fly 30 ft.
    STR
    8 (−1)
    DEX
    12 (+1)
    CON
    12 (+1)
    INT
    7 (−2)
    WIS
    10 (+0)
    CHA
    10 (+0)
    Skills Stealth +3
    Damage Vulnerabilities cold
    Damage Immunities fire; poison
    Condition Immunities Poisoned
    Senses darkvision 60 ft., passive Perception 10
    Languages Ignan, Terran
    Challenge 1/2 (XP 100; PB +2)

    Traits

    Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
    False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
    Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

    Actions

    Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
    Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Its innate Heat Metal has a fixed save DC of 10 and needs no material component. The spell targets a manufactured metal object the caster can see within 60 feet: a sword, a shield, a chain shirt, a suit of plate. Anyone touching it takes 2d8 fire (9 average) when the spell is cast, and the caster can repeat the damage as a bonus action on each of its later turns while it concentrates, for up to a minute.

    Its False Appearance makes it look like an ordinary mound of magma while it stays still.

    The Magma Mephit in the 2024 Rules

    Magma Mephit

    Small Elemental, Neutral Evil

    Armor Class 11
    Initiative +1 (11)
    Hit Points 18 (4d6 + 4)
    Speed 30 ft., fly 30 ft.
    STR
    8 (−1)save −1
    DEX
    12 (+1)save +1
    CON
    12 (+1)save +1
    INT
    7 (−2)save −2
    WIS
    10 (+0)save +0
    CHA
    10 (+0)save +0
    Skills Stealth +3
    Vulnerabilities cold
    Immunities fire; poison; Exhaustion; Poisoned
    Senses Darkvision 60 ft.; Passive Perception 10
    Languages Primordial (Ignan, Terran)
    Challenge 1/2 (XP 100; PB +2)

    Traits

    Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage.

    Actions

    Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage.
    Fire Breath (Recharge 6). Dexterity Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire damage. Success: Half damage.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    20142024
    HP22 (5d6 + 5)18 (4d6 + 4)
    Claws3 slashing + 2 (1d4) fire3 slashing + 3 (1d6) fire
    Fire BreathDC 11 Dex, 7 (2d6)Unchanged
    Death BurstDC 11 Dex, 7 (2d6) fireUnchanged (5-foot Emanation)
    Heat Metal1/dayRemoved
    False AppearanceYesRemoved

    Without Heat Metal, the 2024 magma mephit is a plain fire skirmisher. Its CR stays 1/2 but it is easier at the table than the 2014 one.

    How Magma Mephits Fight

    Heat the heaviest armor (2014). Heat Metal's Constitution save only decides whether the target drops the object. Nobody drops plate armor mid-fight, so the target has Disadvantage on attack rolls and ability checks until the start of the mephit's next turn every time it takes the damage. The damage on casting plus three bonus-action repeats averages 36 fire, more than a level 3 fighter's hit points. While it concentrates, the mephit still has its action for the breath or claws.

    Keep the heat away from the fighter. The mephit flies 30 feet and has a Stealth bonus of +3. A mephit with Heat Metal running should stay airborne and out of melee, because each hit forces a DC 10 Constitution save (it has +1) to keep concentrating.

    Breathe, then wait. Against a character with Dex +1, the DC 11 Fire Breath lands full damage when the character rolls 9 or lower, 45% of the time. Two characters in the 15-foot cone take about 10 damage between them. The breath comes back on a 6 at the start of its turn, so expect it once or twice per fight.

    Die next to someone. The Death Burst is the same 7 fire at DC 11. A wounded magma mephit should dive into the middle of the party, so whoever kills it in melee pays for it.

    How Many Magma Mephits for Your Party?

    A magma mephit is worth 100 XP. Our encounter calculator shows the 2014 Dungeon Master's Guide guidelines too.

    PartyEncounterXP2024 budget2014 guidelines
    4 level 2 characters2 magma mephits200LowEasy
    4 level 3 characters3 magma mephits300LowMedium
    4 level 3 characters5 magma mephits500LowHard
    4 level 5 characters1 salamander + 3 magma mephits2,100ModerateHard

    In a 2014 game, count each magma mephit's Heat Metal as the threat. Two mephits heating two armored characters at level 2 can drop both.

    How Players Beat Magma Mephits

    • •Cold, not fire. It is immune to fire and vulnerable to cold. Burning Hands and Fireball do nothing. The Ray of Frost cantrip (1d8 cold at level 1) doubles to an average of 9. Cone of Cold is overkill but works.
    • •Break Heat Metal. Damage the mephit to force concentration saves, or kill it. Magic Missile (three darts, 10.5 total) is reliable against a flying target. Dispel Magic ends a 2nd-level spell automatically.
    • •Swap the weapon, not the armor. A heated sword is dropped on a failed save, and its owner can draw a backup. Armor stays on, so the only fix there is ending the spell.
    • •Kill it at range. The Death Burst only reaches 5 feet. Bows and cantrips avoid it.
    • •Watch for the lava pool. In a 2014 game, a "mound of magma" that doesn't move might be a mephit waiting.

    Magma Mephit Encounter Ideas

    The foundry. A dwarven forge's crucible is home to two magma mephits that have scared off the smiths. When the party arrives in armor, both cast Heat Metal on the first person through the door. The racks of finished blades give them more metal to heat if the party tries to swap weapons.

    The volcanic vent. On a smoking hillside, three magma mephits guard a salamander's lair. They breathe from the vents and hide among the cooling rock.

    The mephit swap. A rival party's wizard collects mephits. In the menagerie, a magma mephit's cage is next to the ice mephit's, and a steam mephit was born when they broke through. The dust mephit in the last cage is the one that let them out.

    Frequently Asked Questions

    What CR is a magma mephit?

    A magma mephit is CR 1/2 (100 XP) in both editions. It has AC 11, with 22 hit points in the 2014 rules and 18 in the 2024 rules.

    Can a magma mephit cast Heat Metal?

    In the 2014 rules, yes: once per day, spell save DC 10, with no material components. The 2024 magma mephit has no spellcasting.

    What does a magma mephit's Death Burst do?

    When it dies, each creature within 5 feet makes a DC 11 Dexterity save, taking 7 (2d6) fire damage on a failure or half on a success. This is the same in both editions.

    What is a magma mephit weak to?

    Cold. It is vulnerable to cold damage and immune to fire and poison damage in both editions.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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