Summon Elemental

4th-level conjuration

Casting Time: 1 action
Range: 90 ft
Components: V,S,M (air, a pebble, ash, and water inside a gold inlaid vial worth at least 400 gp)
Duration: Concentration, up to 1 hour

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

ELEMENTAL SPIRIT
Medium elemental
Armor Class 13 + the level of the spell (natural armor)
Hit Points 40 + 15 for each spell level above 3rd
Speed 30 ft.
STR 18 (+4) DEX 10 (+0) CON 18 (+4) INT 14 (+2) WIS 14 (+2) CHA 5 (-3)
Damage Resistances Poison
Condition Immunities Charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses Darkvision 60 ft., passive Perception 10
Languages Understand the languages you speak
Proficiency Bonus Equals your bonus
Amorphous Form (Air, Fire, and Water only) The elemental can move through a space as narrow as 1 inch wide without squeezing.
ACTIONS
Multiattack The elemental makes a number of attacks equal to half the spell's level (rounded down).
Slam Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft, one target. Hit: 1d10 + 4 + the spell's level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).