Conjure Minor Elementals
You summon up to 3 creatures from the Elemental Planes. 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. 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.
The summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple minor elementals using this spell, you must give them all the same command. Without such commands, a minor elemental only defends itself.
The summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell’s maximum duration.
Small elemental (air, earth, fire, or water)
Armor Class 11 + spell slot level (natural armor)
Hit Points 40 + 10 for each spell slot level above 4th
Speed 30 ft.; burrow 30 ft. (Earth only); fly 30 ft. (hover; Air only); swim 30 ft. (Water only)
|12 (+1)||12 (+1)||15 (+2)||10 (+0)||10 (+0)||6 (–2)|
Damage Immunities fire (Fire only), poison
Condition Immunities fatigue , paralyzed , petrified , poisoned , strife , unconscious
Senses darkvision 60 ft., tremorsense 60 ft. (Earth only), passive Perception 10
Languages Primordial and one determined by type: Auran (Air), Aquan (Water), Ignan (Fire), Terran (Earth)
Challenge —; Proficiency your proficiency bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Death Burst. The minor elemental explodes when it dies. Each creature within 5 feet of it must make a Dexterity saving throw against 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.
Insubstantial (Air and Fire Only). The minor elemental cannot be grappled , knocked prone , or restrained .
Slam. Melee Weapon Attack: your spell attack bonus to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage (or fire damage for a Fire elemental) plus extra damage equal to spell slot level.
Use the higher spell slot level wherever the spell’s level appears in the stat block.
Nevard’s Rapid Conjure Minor Elementals. When you use rapid summoning to cast this spell, after the casting is complete it does not require your concentration.