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Conjure Elemental

Class(es)
Casting Time
Components:
a 10-foot cube of air, earth, fire, or water as appropriate
Duration:
Concentration ( 1 hour )

You summon a creature from the Elemental Planes. This creature uses the statistics of a conjured elemental creature (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water.

The creature is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands, the creature only defends itself.

The creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the elemental creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.


Conjured Elemental

Medium elemental (air, earth, fire, or water)

Armor Class 16 (natural armor)

Hit Points 60

Speed 30 ft.; 50 ft. (Fire only); burrow 30 ft. (Earth only); fly 60 ft. (hover; Air only); swim 60 ft. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 4 (–3) 10 (+0) 10 (+0)

Damage Resistances cold (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)

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 + your proficiency

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.

Insubstantial (Air and Fire Only). The elemental cannot be grappled , knocked prone , or restrained .

ACTIONS

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: your spell attack bonus to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage (or fire damage for a Fire elemental) plus extra damage equal to spell slot level.

Cast at Higher Levels

For each slot level above 5th the elemental creature’s AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.

Rare Versions

Nevard’s Rapid Conjure Elemental. When you use rapid summoning to cast this spell, after the casting is complete it does not require your concentration .