b'Magma Mephit Destroyer \n'b'  Family:   Mephits  \n'b'  Small   elemental ,  neutral evil  \n'b'  Armor Class  11  Hit Points  31 (7d6+7)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 9 (-1) DEX:  13 (+1)  CON:  13 (+1)  INT:  8 (-1)  WIS:  11 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +3  Damage Vulnerabilities  cold  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, Ignan, Terran  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Death Burst . When a magma mephit destroyer dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11  Dexterity  saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'  False Appearance . While a magma mephit destroyer remains motionless it is indistinguishable from an ordinary mound of magma. \n'b'  Heat Metal (1/Day) . A magma mephit destroyer can innately cast  heat metal , choosing a manufactured metal object that it can see within 60 feet and causing it to glow red-hot. It requires no material components and its spellcasting ability is  Constitution . Any creature in physical contact with the object takes 3d8 fire damage when the Mephit casts the spell. Until the spell ends and while the Magma Mephit Destroyer maintains concentration, it can use a bonus action on each of its subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 11  Constitution  saving throw or drop the object if it can. If it does not drop the object, it has disadvantage on  attack  rolls and ability checks until the start of the mephit\xe2\x80\x99s next turn. \n'b'  Summon Mephits (1/Day) . A magma mephit destroyer has a 25 percent chance of summoning 2 (1d4) normal magma mephits. A summoned Magma Mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Claws .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 3 (1d4+1) slashing damage plus 3 (1d6) fire damage. \n'b'  Bomb .  Ranged Weapon Attack : +3 to hit, range 40/80 ft., one target.  Hit : 6 (2d4+1) bludgeoning damage plus 6 (1d12) fire damage. Every creature within 10 feet of where the bomb lands \xe2\x80\x94 including the primary target \xe2\x80\x94 must make a DC 11  Dexterity  saving throw, suffering 2 (1d4) bludgeoning damage and 3 (1d6) fire damage if they fail (and half if they succeed). \n'b'  Lava Breath (Recharge 6) . A magma mephit destroyer can exhale a 20-foot cone of lava. Each creature in that area must make a DC 11  Dexterity  saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Magma mephit destroyers are creatures of elemental Earth and Fire that look much like their lesser cousins but which are slightly larger and have orange arcane runes continuously erupting and then streaming down their dark red hides like lava. They are superior to normal magma mephits in most ways, sometimes summon and lead them in activities they cannot accomplish alone, and can speak Terran, Ignan, and Common. \n'b' Magma mephit destroyers are most comfortable in volcanoes and areas where large-scale eruptions are taking place.'