Summon Elemental

Spell • PHBLink to source

Spell Level: 4

Spell School: Conjuration

Casting Time: 1 Action

Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP)

Range: 90 ft.

Area: None

Duration: Concentration (1 Hour)

Conditions/Effects: Summoning

Attack/Save:

Ritual: No

Scaling: Spell Slot Level

Classes: Druid, Ranger, Wizard, Arcane Trickster, Eldritch Knight

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 40 ft. (Water only)

  ModSave
STR18+4+4
DEX15+2+2
CON17+3+3
  ModSave
INT4–3–3
WIS10+0+0
CHA16+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)

Traits

Amorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.

Actions

Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).

Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.

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