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 14), requiring no material components. Its innate spellcasting ability is Charisma.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 2) slashing damage plus 2 (1d8) fire damage.
Chromatic Breath (Recharge 5-6). The mephit exhales a 20-foot cone of a type it chooses from Acid, Cold, Fire, Lightning, Poison, Thunder, Psychic or force. Each creature in that area must make a DC 14 Dexterity saving throw, taking 7 (3d6) damage on a failed save, or half as much damage on a successful one.
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