Tiny Elemental, Any Alignment
Armor Class 14 Natural
Hit Points 32 (10d6)
Speed
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Damage Resistances All damage but Force, Radiant, and Psychic
Senses Passive Perception 13
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Classification. Each spirit has a class similar to a pc.  Consult class tag when looking at actions. The classes are as follows: Rouge/Ranger, Warrior, Caster. The gain the following benefits based on their class. PB is your proficiency bonus. They use your save dc while casting spells. Their health is equal to 5x your druid level or you can use the standard health below.

Rouge/Ranger: +4 to Dexterity, and have proficiency in Stealth. Saves: Dex, Wis

Warrior: +4 to Strength and +2 to Constitution. Saves: Str, Con. Adds Your PB to AC

 Caster: Gains +4 to Wisdom and has proficiency in Nature. Saves: Wis, Int

Spellcasting. Casters are able to channel your spells through themselves. Starting at 6th level you can cast up to a 3rd level spell through the space of a caster spirit.

In combat unless directed your spirits take the doge action, until you gain Command at 6th level you make take the following actions: Dodge, Dash, Hide, Help

Actions

The following actions are available starting at 6th level.

Marked Wraith (Ranger or rouge). Can move it's speed to an enemy and mark them. The next time the marked target is hit they take an extra 3d6 damage. A ranger class can mark and attack from a range of 20ft

Warrior: Can move up to their speed and make of the following two attacks. 

Melee Strike: Range 5ft, Hit (PB+STR): On a hit the creature deals 2d6+(PB+STR)

Caster: They can move and cast up to a 3rd level spell that you have prepared. This consumes your slot used and any material components.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Attack of Opportunity. Can make a single melee strike at a creature moving outside of 5ft range.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The ancient primordial spirits of nature have been here long before any other races appeared. They take on different forms based on their elemental attunement.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Elemental

FarfeingTheWise

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