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. Noteworthy Charms from Other Published Content.CR 0 Elementals (AKA: Why You Take This Spell).Spell Spotlight: Conjure Minor Elementals
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