Elements come to life at your command. Choose up to ten nonmagical elemental sources (i.e. lit torches, waterskins) within range. Medium sources count as two objects, Large sources count as four objects, Huge sources count as eight objects. You can't animate any elemental source larger than Huge. Each Source animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Animated Element Statistics
| Size | HP | AC | Str | Dex | Attack |
|---|---|---|---|---|---|
| Tiny | 20 | 18 | 4 | 18 | +8 to hit, 1d4 + 4 damage |
| Small | 25 | 16 | 6 | 14 | +6 to hit, 1d8 + 2 damage |
| Medium | 40 | 13 | 10 | 12 | +5 to hit, 2d6 + 1 damage |
| Large | 50 | 10 | 14 | 10 | +6 to hit, 2d10 + 2 damage |
| Huge | 80 | 10 | 18 | 6 | +8 to hit, 2d12 + 4 damage |
An animated element is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. It has a flying speed of 30 feet and can hover. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated element drops to 0 hit points, it reverts to its original form, and any remaining damage is lost.
If you command an element to attack, it can make a single melee attack against a creature within 5 feet of it.
- Earth - makes a slam attack with an attack bonus and bludgeoning damage determined by its size.
- Fire - makes a slam attack with an attack bonus and fire damage determined by its size.
- Water - makes a slam attack with an attack bonus and cold damage determined by its size.
- Air - makes a slam attack with an attack bonus and thunder damage determined by its size.
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