Level
2nd
Casting Time
1 Action Ritual
Range/Area
15 ft.
Components
V, S, M *
Duration
Concentration 8 Hours
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You call upon an elemental from the Inner Planes. The elemental manifests physically in an unoccupied space that you can see within range. This corporeal form uses one of the Minor Para-Elemental stat blocks below. When you cast the spell, choose an element: Storm, Mud, Magma, or Frost. Each elemental's physical traits are included in its stat block. The Minor Para-Elemental disappears when it drops to 0 hit points, when it moves more than 300 feet away from you, or when the spell ends. 

The elemental is friendly to you and your companions for the spell's duration. In combat, the elemental shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it acts according to its own will (DM's discretion).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the elemental assumes the higher level for that casting wherever it uses the spell's level in its stat block. If this spell is cast using a spell slot of 7th level or higher, the spell does not require concentration and the elemental is summoned permanently. You can't have more than one Minor Para-Elemental active at one time. Casting the spell again causes an existing Minor Para-Elemental to disappear. 

Minor Storm Elemental

Armor Class 13 + half spell level, rounded down

Hit Points 22 (11 x spell level)

Speed 0 ft., fly 40 ft. (hover)

STR
14(+2)
DEX
16(+3)
CON
11(+0)
INT
8(–1)
WIS
6(–2)
CHA
16(+3)

Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities Lightning, Poison, Thunder

Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, petrified, restrained, unconscious

Senses darkvision 60 ft., passive Perception 8

Languages Auran, understands the languages you speak

Proficiency Bonus equals the spell's slot level

Cloud Form. The elemental resembles a dark swirling cloud wreathed in lightning. It can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack takes 1d6 lightning damage. It can enter a hostile creature's space and stop there. A creature that starts its turn in the elemental's space takes 1d6 lightning damage.

Illumination. The elemental sheds bright light in a 15 foot radius and dim light for an additional 15 feet.

Lightning Strike. The first time on a turn that the elemental rolls the maximum value on one of its lightning damage dice, the target must succeed on a Constitution save (DC = 11 + spell level) or be stunned until the start of its next turn.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell's level, rounded down.

Slam. Melee Weapon Attack: +4 (spell level + 2) to hit, reach 5 ft., one target. Hit: 1d10 + 2 + half spell level thunder damage.

Shock. Melee or Ranged Spell Attack: +5 (spell level + 3) to hit, reach 5 ft. or range 60 ft., one target. Hit: 1d6 + 3 + half spell level lightning damage.

Minor Mud Elemental

Armor Class 10 + half spell level, rounded down

Hit Points 36 (18 x spell level)

Speed 25 ft., swim 25 ft.

STR
16(+3)
DEX
10(+0)
CON
18(+4)
INT
6(–2)
WIS
10(+0)
CHA
5(–3)

Damage Resistances Acid; Bludgeoning and Slashing from Nonmagical Attacks

Damage Immunities Piercing, Poison

Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, petrified, restrained, unconscious

Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10

Languages Terran, understands the languages you speak

Proficiency Bonus equals the spell's slot level

False Appearance. While the elemental remains motionless, it is indistinguishable from an ordinary mound or puddle of mud. This does not deceive magical detection.

Muddy Form. The elemental resembles a vaguely humanoid form of oozing mud. It can move through a space as narrow as 6 inches without squeezing. It can enter a hostile creature's space and stop there.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell's level, rounded down.

Slam. Melee Weapon Attack: +5 (spell level + 3) to hit, reach 5 ft., one target. Hit: 1d8 + 3 + half spell level bludgeoning damage.

On a hit against a Large or smaller creature, the elemental can then choose to engulf the target. The target must succeed on a Strength save (DC = 11 + spell level) or become grappled by the elemental. While grappled, the target is restrained. The elemental can engulf only one creature at a time. While engulfing a creature, the elemental's movement is 0 and it can only use its action to attack the target. The target can repeat the save at the start of each of its turns, ending the effect on a success. 

Minor Magma Elemental

Armor Class 10 + half spell level, rounded down

Hit Points 30 (15 x spell level)

Speed 25 ft., swim 30 ft. (magma only)

STR
18(+4)
DEX
10(+0)
CON
15(+2)
INT
6(–2)
WIS
6(–2)
CHA
6(–2)

Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities Fire, Poison

Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, petrified, restrained, unconscious

Senses darkvision 60 ft., passive Perception 8

Languages Ignan, understands the languages you speak

Proficiency Bonus equals the spell's slot level

Crystallization. Each time the elemental takes cold damage while it is not swimming in magma, its movement is reduced by 10 feet and it gains a +2 bonus to AC until the end of its next turn.

False Appearance. While the elemental remains motionless, it is indistinguishable from normal magma. This does not deceive magical detection.

Illumination. The elemental sheds bright light in a 15 foot radius and dim light for an additional 15 feet.

Molten Form. The elemental resembles a vaguely humanoid form of molten rock. It can move through a space as narrow as 6 inches wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage. The elemental ignites flammable objects in its space that are not being worn or carried.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell's level, rounded down.

Slam. Melee Weapon Attack: +6 (spell level + 6) to hit, reach 5 ft., one target. Hit: 1d6 + 4 + half spell level fire damage and 1d4 bludgeoning damage.

Minor Frost Elemental

Armor Class 12 + half spell level, rounded down

Hit Points 26 (13 x spell level)

Speed 30 ft., burrow 30 ft. (snow only)

STR
10(+0)
DEX
14(+2)
CON
13(+1)
INT
8(–1)
WIS
10(+0)
CHA
16(+3)

Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities Cold, Poison

Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, petrified, restrained, unconscious

Senses blindsight 30 ft. (snowstorms only), darkvision 60 ft., passive Perception 10

Languages Primordial, understands the languages you speak

Proficiency Bonus equals the spell's slot level

False Appearance. While the elemental remains motionless, it is indistinguishable from a pile of snow. This does not deceive magical detection.

Freezing Attacks. Each time a creature is damaged by the elemental, its speed is reduced by 10 feet until the end of its next turn.

Frost Glide. The elemental ignores difficult terrain created by ice or snow and it can burrow through nonmagical ice, snow, and slush. While doing so, the elemental doesn't disturb the material it moves through.

Snowy Form. The elemental's form resembles a blizzard-like mass of tumbling snow. It can move through a space as narrow as 1 inch wide without squeezing. The elemental can enter a hostile creature's space and stop there. While in a creature's space, that creature takes 1d6 cold damage at the start of each of its turns there.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell's level, rounded down.

Freeze. Melee or Ranged Spell Attack: +5 (spell level + 3) to hit, reach 5 ft. or range 60 ft., one target. Hit: 1d6 + 3 + half spell level cold damage.

* - (A flask or keg of alcohol worth at least 25 gp, which the spell consumes. A piece of copper (Storm); a tiny bag of clay (Mud); a piece of obsidian (Magma); or a pinch of saltpeter (Frost).)

Previous Versions

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Spell Tags: Summoning

Available For: Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

MrSkeltal_01

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