Volcano Encounters

Choose one of these 18 volcano encounters, read its opening aloud, and start playing. Each gives a concrete setup, a trigger, actions, consequences, and ways to finish or withdraw.

Each Setup includes an expandable DM hex map with a numbered key and a printable SVG download. Adjacent hex centers are 5 feet apart, with north up. Maps include DM information. Unstated dimensions and placements are illustrative; stated distances and encounter text take precedence. On outdoor maps, the dashed outer edge marks the illustrated area, not a wall. Heights and depths appear in the key.

Choose an Encounter

Suggested levels assume four adventurers with some resources remaining; they are starting points, not guaranteed difficulty ratings. Times estimate minutes of table play. Peaceful scenes can fit other levels; check the listed creature if a fight starts.

Encounter Levels Type Time Immediate problem
1. Lava Elemental Eruption 5–7 Combat / escape 15–25 A fire elemental blocks the cool evacuation path.
2. Fire Giant Forge Negotiation 8–11 Social / dangerous combat 20–30 A smith refuses passage until a stuck cooling valve is repaired.
3. Ember Hound Pack 5–7 Combat / bypass 15–25 Two hounds guard a marked cooling-water cache.
4. Pyroclastic Flow Escape 3–6 Timed hazard 15–20 A distant ash front forces immediate shelter.
5. Magmin Infestation 3–5 Social / combat 15–25 Small fire creatures mistake a wooden cart for a bonfire offering.
6. Salamander Forging Ritual 6–9 Social / timed task 20–30 Two smiths need synchronized work across a hot channel.
7. Fire Elemental Portal 5–8 Timed hazard / combat 20–30 Two burning visitors escape while seal-stones loosen.
8. Basalt Guardian 5–7 Combat / puzzle 15–25 A stone guardian demands an empty offering basin be filled.
9. Flame Bird Roost 3–5 Social / retrieval 15–20 A red-plumed bird guards a survey ribbon near its nest.
10. Lava-Tube Worm Ambush 4–6 Combat / bypass 15–25 Stone-colored predators guard a discarded ore pack.
11. Volcanic Wyvern Lair 6–9 Combat / theft recovery 20–30 A courier’s case hangs beside a poisonous predator’s nest.
12. Obsidian Gargoyle Sentry 3–5 Social / combat 15–20 A black-stone sentry demands a broken marker be repaired.
13. Volcanic Ash Storm 2–5 Navigation hazard 10–20 Ash hides the trail while a bell marks nearby shelter.
14. Hot-Spring Keeper 2–5 Social / rescue 15–20 A keeper needs travelers pulled from a scalded boardwalk.
15. Magma Mephit Ambush 3–5 Combat / bargaining 15–25 Two mephits demand shiny payment to stop spitting at survey flags.
16. Volcanic Spirit Guardian Any Puzzle / repair 15–20 A voice in the rock asks for three cooling channels reopened.
17. Volcanic Geyser Trap 3–6 Timed hazard 10–20 A predictable steam jet cuts across a safe walkway.
18. Efreeti Negotiation 9–12 Social / dangerous combat 20–30 A fire noble wants a stolen seal returned before granting passage.

Running This Collection

Use SRD 5.1 creature statistics; expand a reference inside each scene for the actual attacks, defenses, senses, and actions. HP is per creature. A damage entry such as 4 (1d4 + 2) means use the average or roll, not both. A weapon range of 30/120 means normal/long range; attacks beyond normal range have disadvantage. Use listed ability modifiers for unlisted checks or saves. All references are freely available under CC BY 4.0.

Original procedures: scene-specific checks, timers, magical scenery, bargains, and hazard damage below are original design, not universal official rules or extra creature abilities. Use a stated check only when its approach is uncertain; a sound plan that removes the danger can succeed without rolling. Roll initiative before hostile actions, apply hiding and surprise normally, and do not treat dim light as physical cover. Melee reach and multiattack limits are in the references. Unless specified, scenes occur by daylight outdoors; dark interiors need a light source.

Volcanic safety: each scene identifies a walkable safe surface and retreat route. Colored or glowing creatures keep their listed types and defenses. Avoiding an obvious lava pool requires no roll. Only explicitly described original hazards deal the damage listed below; those modest steam/ash hazards are not rules for surviving immersion in molten rock.

For related campaign planning, see running Descent into Avernus. These encounters stand on their own.

Volcano landscape for encounter inspiration

1. Lava Elemental Eruption

At a glance: levels 5–7 | Combat / escape | 15–25 minutes | Creatures: 1 × Fire Elemental.

A glowing shape rises beside the vent. Beyond it, a dark basalt shelf curves toward open air.

Setup. A 60-foot crater shelf has a safe south entrance and west exit. One fire elemental stands 30 feet north beside a glowing fissure. Use its actual statistics; “lava” describes the backdrop, not a new creature or damage type.

DM hex map: Lava Elemental Eruption
Lava Elemental Eruption DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It attacks creatures entering within 10 feet of its vent.

Run it. Characters can circle along the western edge, remaining 20 feet away, without a check. If attacked, it pursues only within 30 feet of the vent. Use Fire Form, ignition, and Water Susceptibility exactly as printed. Do not treat all radiant-colored spells as water or cold.

Resolution and reward. Bypassing reaches an abandoned survey bag with 50 gp at the west exit. Defeating it lets miners approach the vent, earning a further 25 gp.

Adjust. Easier: start it 20 feet farther north. Harder: loose crates block the bypass until moved with two actions.

SRD reference: Fire Elemental

Large elemental, neutral

AC 13 | HP 102 (12d10 + 36) | Speed 50 ft. | CR 5 (1,800 XP)

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 6 (−2) 10 (+0) 7 (−2)
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: fire, poison
  • Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses: darkvision 60 ft., passive Perception 10
  • Languages: Ignan

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30–foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Full SRD 5.1 source, p. 306.

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2. Fire Giant Forge Negotiation

At a glance: levels 8–11 | Social / dangerous combat | 20–30 minutes | Creatures: 1 × Fire Giant.

A hammer the size of a cart strikes red metal. The smith points at a shrieking valve and shouts over the noise.

Setup. An 80-by-50-foot forge has a 40-foot ceiling, bright furnace light, and south and north doors. One fire giant works 40 feet from the south entrance; the jammed valve is 20 feet west on a cool walkway.

DM hex map: Fire Giant Forge Negotiation
Fire Giant Forge Negotiation DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The giant offers passage and payment for stopping the leak without spoiling the metal.

Run it. Using an action, DC 14 Strength opens the valve; appropriate tools and 10 minutes also work. Steam occupies only a marked 5-foot square: entering it causes 1d6 fire damage once per turn, an original hazard. The giant warns before anyone approaches. If attacked, it uses its printed attacks and stops at the forge doors.

Resolution and reward. Repair earns 75 gp and a safe northward route. Refusal leaves the giant willing to sell passage for 25 gp.

Adjust. Easier: the handle needs only a replacement pin. Harder: two valves must be operated in the same round.

SRD reference: Fire Giant

Huge giant, lawful evil

AC 18 (plate) | HP 162 (13d12 + 78) | Speed 30 ft. | CR 9 (5,000 XP)

STR DEX CON INT WIS CHA
25 (+7) 9 (−1) 23 (+6) 10 (+0) 14 (+2) 13 (+1)
  • Saving Throws: Dex +3, Con +10, Cha +5
  • Skills: Athletics +11, Perception +6
  • Damage Immunities: fire
  • Senses: passive Perception 16
  • Languages: Giant

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Full SRD 5.1 source, p. 312.

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3. Ember Hound Pack

At a glance: levels 5–7 | Combat / bypass | 15–25 minutes | Creatures: 2 × Hell Hound.

Two black hounds breathe sparks beside a row of sealed barrels. A chain rattles without a visible handler.

Setup. A 60-by-30-foot lava-tube floor has a 15-foot ceiling and a clear east bypass. Two hell hounds rest 30 feet north; neither is chained. Their fiery appearance uses the SRD creature unchanged.

DM hex map: Ember Hound Pack
Ember Hound Pack DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. They growl when anyone comes within 20 feet of the barrels.

Run it. They defend the cache rather than chase down the tube. If fighting, they seek positions for Pack Tactics and their actual breath cones; warn with scorched stone. Returning a brass handler’s token found openly beside the south entrance to its peg causes both to settle, an original trained behavior. A party can also leave by the bypass.

Resolution and reward. The cache holds 20 gallons of drinking water and the owners’ address. Returning its missing delivery log earns 30 gp.

Adjust. Easier: 1 hell hound. Harder: token peg stands between the barrels, requiring a careful approach.

SRD reference: Hell Hound

Medium fiend, lawful evil

AC 15 (natural armor) | HP 45 (7d8 + 14) | Speed 50 ft. | CR 3 (700 XP)

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2)
  • Skills: Perception +5
  • Damage Immunities: fire
  • Senses: darkvision 60 ft., passive Perception 15
  • Languages: understands Infernal but can’t speak it

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5–6). The hound exhales fire in a 15–foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Full SRD 5.1 source, p. 321.

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4. Pyroclastic Flow Escape

At a glance: levels 3–6 | Timed hazard | 15–20 minutes | Creatures: No combat creatures.

The summit vanishes behind a boiling gray wall. A stone drainage tunnel opens beneath the road ahead.

Setup. An open 90-foot slope leads east to a 20-foot-deep stone shelter. The party starts west; there is no lava to cross. This is an original escape procedure, not a model for standing inside a real pyroclastic flow.

DM hex map: Pyroclastic Flow Escape
Pyroclastic Flow Escape DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. A visible ash front begins a three-round countdown; roll initiative and point out the shelter immediately.

Run it. On count 0 of rounds 1 and 2, wind makes the final 20 feet difficult terrain. On count 0 of round 3, creatures still outside make DC 13 Dexterity saves: 2d6 bludgeoning on failure, half on success, then visibility is lost and movement toward shelter remains possible. Shelter occupants are safe. Dropped packs or carrying an ally uses normal capacity and movement, not an invented rescue roll.

Resolution and reward. The storm passes after 10 minutes; survivors can continue along a newly exposed eastern trail. No treasure is needed for the scene to matter.

Adjust. Easier: shelter is 60 feet away. Harder: one visible fallen beam needs an action to move from the entrance.

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5. Magmin Infestation

At a glance: levels 3–5 | Social / combat | 15–25 minutes | Creatures: 3 × Magmin.

Three bright faces peer over a cart’s side. One points at its axle and applauds the first curl of smoke.

Setup. A 50-foot yard has a stone trough west and clear exits north and south. Three magmins surround an unattended cart 20 feet ahead. Its owner has retreated behind a wall.

DM hex map: Magmin Infestation
Magmin Infestation DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. They ask in Ignan whether they may light the cart; gestures make the request clear.

Run it. Offer an unowned pile of dry brush 20 feet east and they abandon the cart. They do not understand that it is valuable without explanation. If attacked, they ignite nearby flammables and use their actual Touch and Death Burst; destroying them beside the cart can worsen the fire. Dousing an ignited object takes an action and water, an original scene ruling.

Resolution and reward. Saving the cart earns 20 gp and transport to the next road junction. Its cargo is flour, not explosives.

Adjust. Easier: 2 magmins. Harder: the cart already burns in one square, clearly shown before initiative.

SRD reference: Magmin

Small elemental, chaotic neutral

AC 14 (natural armor) | HP 9 (2d6 + 2) | Speed 30 ft. | CR 1/2 (100 XP)

STR DEX CON INT WIS CHA
7 (−2) 15 (+2) 12 (+1) 8 (−1) 11 (+0) 10 (+0)
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: fire
  • Senses: darkvision 60 ft., passive Perception 10
  • Languages: Ignan

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 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. Flammable objects that aren’t being worn or carried in that area are ignited.

Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10–foot radius and dim light for an additional 10 feet.

Actions

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Full SRD 5.1 source, p. 329.

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6. Salamander Forging Ritual

At a glance: levels 6–9 | Social / timed task | 20–30 minutes | Creatures: 1 × Salamander; 1 × Azer.

A coiled smith holds glowing tongs while a smaller bronze figure strikes a bell. Neither can reach the second lever.

Setup. A bright 60-by-40-foot forge, ceiling 25 feet, has a cool south walkway and two levers 20 feet apart. One salamander and one azer stand beyond a fenced furnace; neither blocks retreat.

DM hex map: Salamander Forging Ritual
Salamander Forging Ritual DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. They offer 50 gp for holding both levers down together for one round.

Run it. Two characters can each spend an action at a lever; if both maintain their grip until count 0, the work succeeds. Alternatively, a rope and sound anchor can hold one lever while a character works the other. No fire resistance is required on the cool walkway. Touching either smith still invokes its actual Heated Body trait; they warn visitors to keep clear.

Resolution and reward. Success earns 50 gp and a nonmagical steel tool of the party’s choice worth up to 10 gp. Refusal merely delays the forging.

Adjust. Easier: the smiths supply rope. Harder: a third lever must be secured before the paired operation.

SRD reference: Salamander

Large elemental, neutral evil

AC 15 (natural armor) | HP 90 (12d10 + 24) | Speed 30 ft. | CR 5 (1,800 XP)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1)
  • Damage Vulnerabilities: cold
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: fire
  • Senses: darkvision 60 ft., passive Perception 10
  • Languages: Ignan

Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions

Multiattack. The salamander makes two attacks: one with its spear and one with its tail.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape

DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.

Full SRD 5.1 source, p. 344.

SRD reference: Azer

Medium elemental, lawful neutral

AC 17 (natural armor, shield) | HP 39 (6d8 + 12) | Speed 30 ft. | CR 2 (450 XP)

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)
  • Saving Throws: Con +4
  • Damage Immunities: fire, poison
  • Condition Immunities: poisoned
  • Senses: passive Perception 11
  • Languages: Ignan

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10–foot radius and dim light for an additional 10 feet.

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Full SRD 5.1 source, p. 265.

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Volcano terrain and atmosphere for the following encounters

7. Fire Elemental Portal

At a glance: levels 5–8 | Timed hazard / combat | 20–30 minutes | Creatures: 2 × Magmin.

A red arch flickers. Two small figures climb through as three stone bolts slide out of their sockets.

Setup. A 40-foot chamber, ceiling 20 feet, has a cool south exit and the arch north, 25 feet ahead. Two magmins emerge openly. The portal uses original shutdown mechanics.

DM hex map: Fire Elemental Portal
Fire Elemental Portal DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Their emergence begins initiative. No additional creatures arrive during the scene.

Run it. An adjacent character can secure a bolt with an action and DC 13 Arcana, or two consecutive actions wedging a piton for automatic success. Three secured bolts close the portal. On count 0 each round, a clearly glowing square beside the arch emits steam: DC 12 Dexterity, 1d6 fire on failure, none on success. The magmins prefer loose wood to fighting; closing the arch does not destroy them.

Resolution and reward. Sealing releases a 40 gp garnet from the frame. Retreat south leaves the arch and its known hazard in place.

Adjust. Easier: one bolt is secure. Harder: bolts lie 10 feet apart around the arch.

SRD reference: Magmin

Small elemental, chaotic neutral

AC 14 (natural armor) | HP 9 (2d6 + 2) | Speed 30 ft. | CR 1/2 (100 XP)

STR DEX CON INT WIS CHA
7 (−2) 15 (+2) 12 (+1) 8 (−1) 11 (+0) 10 (+0)
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: fire
  • Senses: darkvision 60 ft., passive Perception 10
  • Languages: Ignan

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 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. Flammable objects that aren’t being worn or carried in that area are ignited.

Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10–foot radius and dim light for an additional 10 feet.

Actions

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

Full SRD 5.1 source, p. 329.

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8. Basalt Guardian

At a glance: levels 5–7 | Combat / puzzle | 15–25 minutes | Creatures: 1 × Earth Elemental.

A walking mass of black rock points at a dry basin. The north doorway narrows behind its shoulders.

Setup. A 50-foot-square vault has a 25-foot ceiling and cool floor. One earth elemental stands 30 feet north. Use the SRD elemental, replacing the invented magma golem; it gains no fire immunity or lava attack.

DM hex map: Basalt Guardian
Basalt Guardian DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It blocks anyone crossing the basin’s line without filling it with ordinary water.

Run it. The basin needs 2 gallons. A visible cistern by the south entrance supplies enough, taking two actions with a suitable container. Filling it grants passage automatically. If attacked, the guardian slams nearby intruders, stopping if the basin is filled or everyone retreats south. It does not collapse the ceiling through narration.

Resolution and reward. A north niche holds an 80 gp obsidian carving. The water is a gate procedure, not damage to the elemental.

Adjust. Easier: basin is half full. Harder: the cistern’s bucket must be retrieved from a 10-foot shelf.

SRD reference: Earth Elemental

Large elemental, neutral

AC 17 (natural armor) | HP 126 (12d10 + 60) | Speed 30 ft., burrow 30 ft. | CR 5 (1,800 XP)

STR DEX CON INT WIS CHA
20 (+5) 8 (−1) 20 (+5) 5 (−3) 10 (+0) 5 (−3)
  • Damage Vulnerabilities: thunder
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: poison
  • Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages: Terran

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Full SRD 5.1 source, p. 306.

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9. Flame Bird Roost

At a glance: levels 3–5 | Social / retrieval | 15–20 minutes | Creatures: 1 × Giant Eagle.

A huge red-winged bird spreads itself across the ledge. A brass survey ring flashes among its nest sticks.

Setup. A 60-foot-wide open ledge has a 15-foot-wide safe southern trail. One giant eagle nests 30 feet north, away from the edge. Red feathers replace the non-SRD phoenix premise; no resurrection, fire aura, or new language is added.

DM hex map: Flame Bird Roost
Flame Bird Roost DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It warns anyone approaching within 15 feet of the nest.

Run it. It understands Common and Auran and speaks Giant Eagle. Explaining the ring’s purpose and offering fresh nesting cloth persuades it to drop the ring outside the warning line. If attacked, it uses listed attacks, retreats north at half HP, and does not automatically carry or drop characters.

Resolution and reward. The surveyor pays 25 gp for the ring. The bird identifies an upcoming loose-rock section through gestures if treated kindly.

Adjust. Easier: ring lies outside the nest. Harder: it needs help removing a hooked wire before cooperating.

SRD reference: Giant Eagle

Large beast, neutral good

AC 13 | HP 26 (4d10 + 4) | Speed 10 ft., fly 80 ft. | CR 1 (200 XP)

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (−1) 14 (+2) 10 (+0)
  • Skills: Perception +4
  • Senses: passive Perception 14
  • Languages: Giant Eagle, understands Common and Auran but can’t speak them

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

Full SRD 5.1 source, p. 375.

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10. Lava-Tube Worm Ambush

At a glance: levels 4–6 | Combat / bypass | 15–25 minutes | Creatures: 2 × Grick.

A dropped pack lies beneath a row of dark seams. One seam opens to reveal hooked tentacles.

Setup. A dark 60-by-20-foot lava tube has a 15-foot ceiling and south/north exits. Two gricks sit 25 feet north beside the pack. They replace invented lavaworms and retain their actual resistances, without fire attacks.

DM hex map: Lava-Tube Worm Ambush
Lava-Tube Worm Ambush DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. One moves visibly when a creature approaches within 15 feet; roll initiative before attacks.

Run it. They attack creatures reaching the pack and retreat into cracks if one dies. A west shelf, 10 feet from their positions, lets cautious travelers pass without touching the bait. Moving along it requires no check once illuminated. Their bite follows a tentacle hit only as stated in their multiattack.

Resolution and reward. The pack holds 35 gp of copper samples and a route tag naming a mine buyer. Leaving it preserves a safe bypass.

Adjust. Easier: 1 grick. Harder: the shelf has a loose crate requiring an action to move.

SRD reference: Grick

Medium monstrosity, neutral

AC 14 (natural armor) | HP 27 (6d8) | Speed 30 ft., climb 30 ft. | CR 2 (450 XP)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (+0) 3 (−4) 14 (+2) 5 (−3)
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses: darkvision 60 ft., passive Perception 12
  • Languages: —

Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Full SRD 5.1 source, p. 318.

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11. Volcanic Wyvern Lair

At a glance: levels 6–9 | Combat / theft recovery | 20–30 minutes | Creatures: 1 × Wyvern.

A leathery tail curls over a nest rim. Beneath it hangs a red dispatch case on a broken strap.

Setup. An 80-foot-wide shelf has an open 40-foot roof and a safe south tunnel. One wyvern rests 50 feet north; a boulder 20 feet ahead provides total cover when it fully conceals a creature. Use the SRD wyvern instead of invented volcanic drakes.

DM hex map: Volcanic Wyvern Lair
Volcanic Wyvern Lair DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The wyvern hisses when anyone comes within 30 feet of the nest.

Run it. It fights to keep intruders out, using its actual poisonous Sting. A full animal carcass placed east of the nest occupies it for 1 minute, permitting case recovery if approached from cover. It pursues retreating intruders only to the tunnel mouth. At 35 HP it flies north rather than fight to death.

Resolution and reward. The case holds 60 gp and a dispatch whose delivery earns another 40 gp. Eggs remain separate from the recovery objective.

Adjust. Easier: case lies 15 feet nearer the entrance. Harder: the wyvern starts alert above the nest.

SRD reference: Wyvern

Large dragon, unaligned

AC 13 (natural armor) | HP 110 (13d10 + 39) | Speed 20 ft., fly 80 ft. | CR 6 (2,300 XP)

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2)
  • Skills: Perception +4
  • Senses: darkvision 60 ft., passive Perception 14
  • Languages: —

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Full SRD 5.1 source, p. 356.

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12. Obsidian Gargoyle Sentry

At a glance: levels 3–5 | Social / combat | 15–20 minutes | Creatures: 1 × Gargoyle.

A winged statue taps a snapped signpost with one claw. Its other hand points toward a path buried in ash.

Setup. A 40-foot terrace has open west and east exits. One gargoyle perches 15 feet north on a 10-foot ledge; a broken route marker lies below. Obsidian changes appearance only.

DM hex map: Obsidian Gargoyle Sentry
Obsidian Gargoyle Sentry DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It lands to block eastward passage, pointing at the marker rather than attacking.

Run it. Replacing the marker upright takes one action and DC 12 Athletics, or a pole and 5 minutes of bracing. It allows passage once the sign points east. If attacked, it defends the marker, retreats to the ledge at half HP, and lets the party withdraw west. It speaks Terran, with gestures sufficient for the repair.

Resolution and reward. Restoring the marker reveals a 20 gp crystal wrapped in its base and keeps later travelers away from the ash slope.

Adjust. Easier: spare supports sit nearby. Harder: the correct arrow is under ash 10 feet away, visible with a brief search.

SRD reference: Gargoyle

Medium elemental, chaotic evil

AC 15 (natural armor) | HP 52 (7d8 + 21) | Speed 30 ft., fly 60 ft. | CR 2 (450 XP)

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2)
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Damage Immunities: poison
  • Condition Immunities: exhaustion, petrified, poisoned
  • Senses: darkvision 60 ft., passive Perception 10
  • Languages: Terran

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Genies

Full SRD 5.1 source, p. 309.

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Volcano terrain and atmosphere for the following encounters

13. Volcanic Ash Storm

At a glance: levels 2–5 | Navigation hazard | 10–20 minutes | Creatures: No combat creatures.

Gray flakes erase the path ahead. Somewhere to your left, a loose bell strikes in the wind.

Setup. A 60-foot open path crosses between south and north cairns. A stone shelter stands 20 feet west; its bell remains audible. The ash cloud heavily obscures sight beyond 10 feet, an original visibility effect.

DM hex map: Volcanic Ash Storm
Volcanic Ash Storm DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The cloud arrives over one round, allowing the party to link ropes or move toward the bell.

Run it. Reaching the bell or following a secured guide rope succeeds without a check. A character deliberately navigating north without either makes DC 12 Survival once; failure ends at the south cairn after 10 minutes, with no forced cliff fall. Staying exposed for the scene causes coughing but no invented disease or elemental attack.

Resolution and reward. Shelter contains a sealed 2-gallon water jar and a map marking the next sheltered path. The cloud clears after 20 minutes.

Adjust. Easier: a rope already connects shelter and path. Harder: the bell’s cord must be pulled by someone who reaches it.

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14. Hot-Spring Keeper

At a glance: levels 2–5 | Social / rescue | 15–20 minutes | Creatures: 1 × Azer.

A bronze-skinned worker points across a steaming pool. Two stranded travelers wave from the far end of a sagging walkway.

Setup. A 40-foot spring has a cool 10-foot perimeter and a 20-foot boardwalk. One azer tends the west landing. The travelers are narrative dependents; the water’s danger is original scenery, replacing a non-SRD lava nymph.

DM hex map: Hot-Spring Keeper
Hot-Spring Keeper DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The keeper asks for a safety line before the planks fail in 3 rounds.

Run it. Roll initiative. A rope thrown to the travelers is automatically caught within 30 feet; securing it takes an action. With it, each traveler reaches shore on the next count 0. Without it, the walkway gives way on count 0 round 3; both catch its rail and can still be hauled out, taking 1d6 fire each. The azer supplies rope if asked.

Resolution and reward. Rescue earns 20 gp and shelter from ash. No magical embrace, charm, or boon is added to the azer.

Adjust. Easier: walkway lasts 4 rounds. Harder: rope starts 10 feet away in a tool chest.

SRD reference: Azer

Medium elemental, lawful neutral

AC 17 (natural armor, shield) | HP 39 (6d8 + 12) | Speed 30 ft. | CR 2 (450 XP)

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)
  • Saving Throws: Con +4
  • Damage Immunities: fire, poison
  • Condition Immunities: poisoned
  • Senses: passive Perception 11
  • Languages: Ignan

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10–foot radius and dim light for an additional 10 feet.

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Full SRD 5.1 source, p. 265.

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15. Magma Mephit Ambush

At a glance: levels 3–5 | Combat / bargaining | 15–25 minutes | Creatures: 2 × Magma Mephit.

Two small winged creatures perch above a scorched trail marker. One waves a polished spoon like a royal scepter.

Setup. A 50-foot basalt corridor has a 20-foot roof and clear south retreat. Two magma mephits occupy shelves 20 feet north and 10 feet up. Their perches offer half cover against shots from below.

DM hex map: Magma Mephit Ambush
Magma Mephit Ambush DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. They demand one shiny trinket for passage; show the charred flags before any breath attack.

Run it. A spoon, coin, or mirror freely offered ends the demand. If attacked, they use printed Fire Breath and Death Burst; those do not enlarge because of volcanic terrain. One negotiates if the other dies. They do not cast heat metal and also breathe with the same action; use the actual spell and concentration if chosen.

Resolution and reward. Peaceful payment gains directions to a northward water cistern. Their perch holds 18 gp in collected coins, available after surrender or retreat.

Adjust. Easier: 1 mephit. Harder: their shelves are 10 feet apart, making simultaneous attacks less convenient.

SRD reference: Magma Mephit

Small elemental, neutral evil

AC 11 | HP 22 (5d6 + 5) | Speed 30 ft., fly 30 ft. | CR 1/2 (100 XP)

STR DEX CON INT WIS CHA
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

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.

Actions

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.

Heat metal quick reference (SRD p. 153): action; a manufactured metal object the mephit can see within 60 ft.; concentration up to 1 minute. A creature touching it takes 2d8 fire immediately. On later turns, a bonus action can repeat the damage. A holder or wearer damaged this way makes a DC 10 Constitution save to avoid dropping it if able; if the object is not dropped, disadvantage applies to attack rolls and ability checks until the start of the mephit’s next turn. The innate casting is 1/day and requires no material components.

Full heat metal spell.

Full SRD 5.1 source, p. 331.

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16. Volcanic Spirit Guardian

At a glance: levels Any | Puzzle / repair | 15–20 minutes | Creatures: No combat creatures.

A face forms in the steam. Water beads on three stone plugs beneath it.

Setup. A 40-foot courtyard has a safe south entrance and east exit. Three plugs stand 10 feet apart along the north wall. The face is an original noncombat manifestation, with no borrowed monster powers.

DM hex map: Volcanic Spirit Guardian
Volcanic Spirit Guardian DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. It explains that opening the three channels will cool the eastward trail.

Run it. Each plug takes an adjacent action and DC 12 Strength, or two actions using a lever for automatic success. Work can be shared. Failed checks cause no damage or lost progress. Once all open, steam clears and the east exit becomes cool. The southern return remains safe at every stage; refusal does not trigger a hidden combat.

Resolution and reward. The cooled channel exposes a 30 gp agate. The voice identifies a sheltered campsite 1 hour east, then falls silent.

Adjust. Easier: only two plugs remain. Harder: one plug is on a 5-foot shelf requiring a short climb.

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17. Volcanic Geyser Trap

At a glance: levels 3–6 | Timed hazard | 10–20 minutes | Creatures: No combat creatures.

A vent whistles, falls silent, then blasts across the path. The wet stone bears deep white mineral rings.

Setup. A 60-foot walkway is 10 feet wide, bordered by solid railings. A 10-foot section at its center crosses a steam vent; both ends are safe. No molten lava is involved.

DM hex map: Volcanic Geyser Trap
Volcanic Geyser Trap DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. Observing one cycle reveals the original hazard: steam erupts on count 0 of every other round.

Run it. Roll initiative when crossing begins. A creature in the marked section during eruption makes DC 13 Dexterity save: 2d6 fire on failure, half on success. Waiting for the quiet round and crossing with enough movement avoids the save entirely. A stone shield beside the vent can be slid into place with two actions, permanently diverting the steam away from the path.

Resolution and reward. Beyond the vent stands an abandoned toolbox with tools worth 15 gp. Failure leaves the retreat route intact.

Adjust. Easier: the jet affects only 5 feet. Harder: two clearly marked vents alternate rounds.

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18. Efreeti Negotiation

At a glance: levels 9–12 | Social / dangerous combat | 20–30 minutes | Creatures: 1 × Efreeti.

A towering figure studies a wax-stamped tablet above a cooling lava shelf. “My seal. Your road. A fair exchange.”

Setup. An 80-foot terrace, open to the sky, has south retreat and a north bridge. One efreeti waits 50 feet north. A stolen brass seal lies visibly in an abandoned crate 20 feet west; this is not a wish-granting encounter.

DM hex map: Efreeti Negotiation
Efreeti Negotiation DM map with a five-foot hex grid, entrances, terrain, starting positions, and numbered key
DM information included. North is up; adjacent hex centers are 5 feet apart. Download full-size SVG to zoom or print in landscape.

Trigger. The efreeti requests the seal and offers to open the bridge gate.

Run it. Retrieving and returning it completes the bargain without a check. Keeping it or refusing permits withdrawal south; attacking invokes the full listed creature, with no promise of a balanced duel. The efreeti does not chase beyond the terrace. It honors the stated exchange and does not attach an unannounced soul contract.

Resolution and reward. The gate opens and the efreeti pays 100 gp. Taking the seal instead makes a valuable but visibly marked stolen object worth 25 gp to an ordinary metalworker.

Adjust. Easier: seal crate is beside the party. Longer: a rival claimant offers 50 gp for it, creating an explicit choice.

SRD reference: Efreeti

Large elemental, lawful evil

AC 17 (natural armor) | HP 200 (16d10 + 112) | Speed 40 ft., fly 60 ft. | CR 11 (7,200 XP)

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3)
  • Saving Throws: Int +7, Wis +6, Cha +7
  • Damage Immunities: fire
  • Senses: darkvision 120 ft., passive Perception 12
  • Languages: Ignan

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

Innate Spellcasting. The efreeti’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic 3/day: enlarge/reduce, tongues 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Actions

Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Full SRD 5.1 source, p. 310.

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Rules sources

Creature references use the 2014-compatible SRD 5.1. See Credits & Licensing for source, license, and adaptation details.

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