
These guys are notable for having AFAIK the highest attack and damage among the CR 1/4 creatures, the best AC, and blindsight. CR 1/4, +6 for 6 + 10 poison (DC 11 for half) per hit, 11 HP AC 14, move 30' swim 30', blindsight. If your allies are all melee-based these guys are mildly inferior to wolves, except in the water and in the dark. a Sharpshooter fighter or a horde of skeletal archers or hobgoblin hirelings. Use these guys when you're trying to help allies who are not melee-based, e.g. The most interesting thing about pythons is that they restrain the enemy on a hit, which gives advantage to attack them and also prevents them from attacking anyone else. 13 HP AC 12, 30' movement with 30' swim, blindsight.
#5e conjure animals list plus
CR 1/4, +4 for 6 plus restraining per hit. Due to Blindsight they also combo well with Fog Cloud/Darkness, gaining advantage to attack, so if you have a Devil's Sight warlock in the party you might as well get wolf spiders instead of wolves for the extra poison damage. These guys are really quite stealthy, if you're a Lore Bard with Stealth expertise they can shadow you pretty well during scouting and add to combat without blowing your chances of a surprise round + advantage on enemies. Stealth (+7) and ignores web movement restrictions (but not restraining).

CR 1/4, +3 for 4 plus 7 poison (DC 11 Con for half). Plus being grappled and lifted into the air tends to panic many creatures (including PCs), making the owl a top-priority target, which is great when you've got 304 HP worth of Giant Owl out of a single 5th level spell. Additionally, they are large enough and strong enough (Str 13) that grappling enemies of up to Huge size and flying away with them is a viable tactic: after the initial grapple they can fly 60' straight up by Dashing each round, which is kind of like a guaranteed eventual 6d6 (21) points of falling damage instead of a measly 8 points of damage IF the your +3 lands. They're also stealthy (+4) and perceptive (+5) and have darkvision as good as drow AND Int 8 (like a mildly dimwitted human), so in short you should be able to use them as scouts whenever you're worried about enemies in the dark.

Add these to the mix to either engage flying enemies or just to strafe melee enemies for 64 HP of damage per round. 19 HP AC 12, 60' flying, flyby, 120' darkvision, stealth. CR 1/4, +3 for 8 points of damage per hit. Add these to the mix to help any melee party by shoving enemies prone so you can beat on them with advantage. CR 1/4, +4 at advantage for 7 points of damage per hit. Here's a few things which are good to summon: Unlike Conjure (Minor) Elementals, it is only 3rd level, and you can get the double-sized version with twice as many creatures by spending a 5th level slot instead of a 6th level slot-and I don't need to tell you how much more precious 6th level slots are than 5th! Like Conjure (Minor) Elemental(s), it is a one-hour spell which gives you a big chunk of minion HP and damage for pretty cheap. The DM has the creatures' statistics.Īt Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.There are three classes who have access to the Conjure Animals spell: druids, rangers, and bards (via Magical Secrets). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. They obey any verbal commands that you issue to them (no action required by you). Roll initiative for the summoned creatures as a group, which has its own turns. The summoned creatures are friendly to you and your companions. Eight beasts of challenge rating 1/4 or lowerĮach beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.Four beasts of challenge rating 1/2 or lower.

Two beasts of challenge rating 1 or lower.One beast of challenge rating 2 or lower.Choose one of the following options for what appears. You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
