Mephit, Magma

Family: Mephits

This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.

Small elemental, neutral evil

Armor Class 11
Hit Points 22 (5d6 + 5)
Speed 30 ft., fly 30 ft.

8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 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 (100 XP)

Special Traits

  • 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.
  • 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.


  • 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.


Born from earth and fire, magma mephits appear spontaneously in volcanoes, rising from bubbles that burst on the surface of the lava. Roughly humanoid, they resemble a sketch of a living magma sculpture. They have an unpredictable temperament, sometimes indolent, sometimes violent or playful. Travelers even claim to have been helped by magma mephits. It sometimes seems that their disposition is pure chance (see Magma Mephit Moods).

Naturally driven to gather, they are rarely alone and often united; whole groups can even follow the same short-lived goal.

They live only in the present, in the here and now.

Some even say that mephits have neither memory nor knowledge of the past, future, or the passage of time.

They are not afraid to die, because death is a foreign concept for an elemental that can exist again by being reborn from magma. They exist as a physical and psychological embodiment of extreme heat, as offshoots of a volcano that does not need them to expand or pour out its torrents of lava.

Magma Mephit Moods
d6 Mood
1 Hostile. For a reason known or unknown to humanoids, this mephit has decided to harm those who pass through its territory.
2 Dangerous Hoaxer. This mephit wants to see how travelers will react to an ambush it has prepared. Its behavior is similar to a child’s who would destroy an anthill just to see what’s inside or how ants move.
3 Cunning. This mephit is playing a double game. It pretends to be a Gadfly, an Idle Witness, or Generously Inclined, but it really means to attack travelers (Hostile) or play a very bad joke on them (Dangerous Hoaxer).
4 Gadfly. This mephit has decided to accompany travelers. It entertains itself by imitating the movements of one of them, searching one of their bags, sitting on the back of a mule, etc. Even if it isn’t hostile, proximity to a fiery elemental can cause problems, and the situation may get out of hand.
5 Idle Witness. The mephit has better things to do than wear itself out by interacting with travelers. It keeps to its lava bath, hot steam sauna, or basalt ball games. It is not hostile, and may even answer in a civilized manner if asked a question.
6 Generously Inclined. In the Askamor region, it is said that benevolent mephits are touched by the grace of the protective god Blacksmith. Followers of druidic traditions see it as a blessing from Eana. Others are simply puzzled and hope that the mephit will not change its mind.
Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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