Summon Elemental
Level 4 Conjuration (Druid, Ranger, Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP)
Duration: Concentration, up to 1 hour
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and 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 details 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 allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
ELEMENTAL SPIRIT
Medium Elemental, Neutral AC 11 + the spell’s level HP 50 + 10 for each spell level above 4 Speed 40 ft., Burrow 40 ft. (Earth only); Fly. 40 ft. (Hover, Air only); Swim 30 ft (Water only). Mod Save Mod Save STR 18 +4 +4 INT 4 -3 -3 DEX 15 +2 +2 WIS 10 0 0 CON 17 +3 +3 CHA 16 +3 +3 Resistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only) Immunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft., Passive Perception 10 Languages Primordial, understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) TraitsAmorphous Form (Air, Fire, and Water Only). ActionsMultiattack. Slam. |