You call forth an elemental spirit binding it to a suit of specially constructed suit of armor, creating a myrmidon. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental myrmidon appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire myrmidon emerges from a bonfire, and an earth myrmidon rises up from the ground.
The myrmidon is friendly to you and your companions for 1 hour. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
After 1 hour or if your concentration is broken, the myrmidon doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack.
If the myrmidon's memories are wiped through a 9th lvl Modify Memory spell or similar magic it will be loyal to its creator and serve it until one of them dies.
* - (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water; and a suit of specially made armor costing at least 2000gp)
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