|Movement Speed||9m / 30ft|
|Weight||4kg / 8lbs|
|Location||The Adamantine Forge|
Attacks and Abilities[edit | edit source]
Unique Traits[edit | edit source]
- Can use Fly as a Bonus action with a Range: 15 m / 50 ft.
- When slain, triggers a Death Burst with a Range: 2 m / 7 ft radius, dealing 2d6 Fire. Dexterity Saving Throw DC: 11 to halve damage.
Tactics[edit | edit source]
Magma Mephits are quite weak individually, so they make up for it with their mobility with flight and attacking in large numbers. Considering their immunity to fire and ability to fly, they can use the environment to their advantage. Their fire breath attack can also created more hazardous terrain with Fire Surfaces, likely setting anyone stuck aflame as well. Even killing a Mephit will have them causing harm as their Death Burst can quickly stack up damage.
The best counter is to prepare for fire damage. Using a Elixir of Fire Resistance with helve any fire damage and be immune to gainingBurning} until your next long rest. Also, simply using a Bottle of Water to gain the Wet is a simple and cheaper method for protection, though its short duration limits its use. It can at least serve as a mundane means to put out a party member that is on fire.
As for combat, spells and attacks that deal cold is extreme potent against them with the spells Ray of Frost and Ice Knife cheap yet effective means to kill them. Arrows of Ice are a more physical method to dealing said damage. Relying ranged attacks and spells overall is the best way to avoid damage from their short ranged Death Burst as well. Overall though, Mephits aren't too hard to hit and kill thanks to their low AC and HP.
Drops[edit | edit source]
External Links[edit | edit source]