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---
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!MonsterVO
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Type: elemental
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Size: Small
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Alignment: neutral evil
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ArmorClass: 11
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HitPoints: 22 (5d6 + 5)
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Speed: 30 ft., fly 30 ft.
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Strength: ' 8 (-1)'
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Dexterity: 12 (+1)
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Constitution: 12 (+1)
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Intelligence: ' 7 (-2)'
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Wisdom: 10 (+0)
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Charisma: 10 (+0)
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Skills: Stealth +3
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DamageImmunities: fire, poison
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ConditionImmunities: poisoned
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Senses: darkvision 60 ft., passive Perception 10
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Languages: Ignan, Terran
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Challenge: 1/2 (100 XP)
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Id: monsters_vo.md#magma-mephit
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ParentLink: monsters_vo.md#monsters-npc-and-animals
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Name: Magma Mephit
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ParentName: Monsters, NPC and Animals
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NameLevel: 1
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AltName: '[Méphite de magma](hd_monsters_mephite_de_magma.md)'
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---
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> [Monsters, NPC and Animals](srd_monsters.md)
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---
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# Magma Mephit
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- CEO: [Méphite de magma](hd_monsters_mephite_de_magma.md)
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- Small elemental, neutral evil
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- **Armor Class** 11
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- **Hit Points** 22 (5d6 + 5)
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- **Speed** 30 ft., fly 30 ft.
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|STR|DEX|CON|INT|WIS|CHA|
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|---|---|---|---|---|---|
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| 8 (-1)|12 (+1)|12 (+1)| 7 (-2)|10 (+0)|10 (+0)|
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- **Skills** Stealth +3
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- **Senses** darkvision 60 ft., passive Perception 10
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- **Languages** Ignan, Terran
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- **Challenge** 1/2 (100 XP)
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- **Damage Immunities** fire, poison
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- **Damage Vulnerabilities** cold
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- **Condition Immunities** poisoned
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## Special Features
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**_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 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
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**_False Appearance_**. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
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**_Innate Spellcasting (1/Day)_**. The mephit can innately cast _[heat metal](srd_spells_heat_metal.md)_ (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
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## Actions
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**_Claws_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
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_Hit_: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
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**_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.
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