Mistwell
Crusty Old Meatwad
90 feet. They cast from 60' away, and move 30' away. So longbows and eldritch blast can reach, but already a majority of other range attacks are either out of range (most spells) or long range. And on round two they are 150' away and out of range.Sorry I meant that you didn't take time to discuss breaking it, which is a huge part of why Heat Metal is limited in power, I should have been clearer.
And running away is, as I noted, effectively deleting yourself from the encounter except for that spell. The spell is balanced in the context of a fight. I mean, let look at some monsters which can cast Heat Metal (please feel free to add your own examples).
Magma Mephit - Magma Mephit - This is guy is basically the best-case scenario for "heat metal and run" - not only is he low-level, but he can fly, so could "run" straight up. He also does relatively low damage, though he does have fire breath and explodes on death. He can cast Heat Metal, but it's 1/day. He does average 5 damage a round on a hit, can sometimes firebreath for 7 in an area, and explodes for 7.
So this good for the hit-and-run. However the round you cast it, even if you win initiative, best case you're only getting 30ft away, and that means you are likely within missile/spell range for 2 rounds, minimum, and good luck surviving with 11 AC and 22 HP lol.
The most common foe I've seen do these sorts of things is just an NPC humanoid caster. Red wizards, some of the factions in Waterdeep, some drow, some kua toa, some yuan-ti, just your ordinary pain in the butt humanoid spellcasters. Often in a surprise round ambush, popping up on rooftops, around corners, from behind cover in an alley, etc.. They're a dime a dozen in our games. It's why the counterspell spell becomes important for us.Lizardfolk Shaman - Monster Manual - Nearly as flimsy as a Mephit in humanoid form, but has an absolute ton of spells (including multiple casts of Heat Metal), and can turn into a crocodile, so if you run you've given up a significant part of the encounter value. Also Conjure Animals is probably a much, much better use of your Concentration the Heat Metal.
In a swamp they could run away pretty well though with swim speed in both forms.
Babau - Mordenkainen Presents: Monsters of the Multiverse - Well obviously this guy doesn't want to run away. He does more damage than Heat Metal and he can also cast spells and use Weakening Gaze.
I guess what we're seeing is that Magma Mephits are massive jerks who could definitely pull this stuff and murder a low-level PC. But looking on Beyond at monsters I find when I search for Heat Metal I'm not seeing any other good candidates for cast-and-run. So this seems more like a "nerf Magma Mephits" issue than anything else.