

The average Dexterity save bonus of creatures from the Monster Manual, Volo’s Guide to Monsters, and Mordenkainen’s Tome of Foes doesn’t exceed +3 until CR 12 and higher, so a 65% chance of success is a slightly conservative estimate for the ranges in which you’d actually be casting this spell. It’s the save-for-half effect that makes these effects usable. Each magma mephit has a Fire Breath ability (recharge 6) which is a 15 foot cone, 2d6 fire damage, DC 11 Dexterity save for half, and a Death Burst ability that triggers on death, which is a DC 11 Dexterity save for half, also 2d6 fire damage. Additionally, while the damage from these icy critters is strictly worse, it’s not nothing, so you could have them throw down some obscurement and try to slow down enemies while you get away. If you need to make some sort of getaway under visual obscurement and need to place four separate fog clouds, this is the option. This is compounded additionally by the fact that fog cloud has a unique upcasting benefit of increasing its radius by 20 feet per level. A 4th-level slot for the ability to cast fog clouds four times is a strange tradeoff and one that we don’t foresee happening often, but it is at least something to keep in mind. The draw here is their ability to innately cast fog cloud. Similar to magma mephits, but the save DC and damage is much lower, so it’s not worth summoning these for damage purposes if you can summon magma mephits instead.
#Conjure elemental free
Firenewt Warrior (★★★☆☆)Įach firenewt warrior can spit for 2d8 fire damage to one target, forcing a Dexterity save for half damage once per short rest, essentially making this a free cast of blight with a worse damage type, and they do 12.6 DPR in melee–again, nothing outstanding. All in all, it’s still a 4th-level spell slot to attempt blind several creatures. Unfortunately, affected creatures do get the chance to repeat the save every turn. A 35% chance to fail such a save, the average for a CR 7-10 monster, means that just four mephits have a 58% chance of blinding a target. This has a worse chance to make the enemy fail compared to its ice-y cousin, but the blinded condition is significant and they are numerous enough to reliably force a failed saving throw.

If they survive a fight, you can heal them out of combat with something like fire bolt with to their Fire Absorption trait. They’re Large, so they can be used as mounts, but with a default of two you’ll struggle to supply the entire party. Of course, this begs the question of why you would want to cast a rechargeable shatter twice with a 4th-level spell slot, when fireball became available to you two levels ago. These guys have an action that basically lets you cast a marginally less damaging shatter. That’s an ability that has some potential-it’s great in combination with wall of stone, for example-but by the time you have access to that spell a DC 13 Constitution save simply isn’t reliable, even if you can summon two. Its damage is low and there’s nothing to it besides a DC 13 Constitution saving throw to take away a monster’s reaction. Mage armor at will could be relevant if other players are summoning a creatures without armor too. Three ranged attacks apiece with a range of 120 feet allow these creatures to stay far from the enemy and survive a few rounds, although their damage output–14.9 DPR vs AC 16–isn’t good at all. Fire Snake (★☆☆☆☆)Īnother option severely lacking in utility or offensive output, 4 attacks in total that do less than a few wolves. You could use it for doorway dodging if desperate. The only remarkable thing about it is its high AC. This is just an animated armor with its creature type changed.
