![]() Melee Weapon Attack: your spell attack bonus to hit, reach 5 ft., one target. Each creature within 5 feet of it must make a DexterityĪgainst your spell save DC, taking 7 (2d6) bludgeoning damage (or fire damage for a Fire elemental) on a failed save, or half as much damage on a successful one. The minor elemental explodes when it dies. The elemental can move through a space as narrow as 1 inch wide without squeezing.ĭeath Burst. Languages Primordial and one determined by type: Auran (Air), Aquan (Water), Ignan (Fire), Terran (Earth)Ĭhallenge - Proficiency your proficiency bonusĪmorphous Form (Air, Fire, and Water Only). ![]() Senses darkvision 60 ft., tremorsense 60 ft. (Water only) STRĭamage Immunities fire (Fire only), poison Hit Points 40 + 10 for each spell slot level above 4th Small elemental (air, earth, fire, or water)Īrmor Class 11 + spell slot level (natural armor) An uncontrolled creature disappears at the end of the spell’s maximum duration. Is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. The summoned creature disappears when reduced to 0 hit points. Without such commands, a minor elemental only defends itself. When you command multiple minor elementals using this spell, you must give them all the same command. ![]() The summoned creatures are friendly to you and your companions and take their turns immediately after yours. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor elemental’s statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead. These creatures use the statistics of a minor elemental (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water. You summon up to 3 creatures from the Elemental Planes.
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