4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
Classes: Druid, Ranger & Wizard
Duration: Concentration, up to 1 hour
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range.
This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water.
The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block
Elemental Spirit
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft (Water only)
STR – 18 (+4)
DEX – 15 (+2)
CON – 17 (+3)
INT – 4 (-3)
WIS – 10 (+0)
CHA – 16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities poison: fire (Fire only)
Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: Proficiency Bonus equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack: The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
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