Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 2 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +8 to hit, Reach 5 ft.
Hit. 14 (1d10+8 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +8 to hit, Reach 5 ft.
Hit. 14 (1d10+8 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 2 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 15 (1d10+9 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 15 (1d10+9 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 3 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 16 (1d10+10 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 16 (1d10+10 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 3 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 17 (1d10+11 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 17 (1d10+11 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 4 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 18 (1d10+12 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 18 (1d10+12 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 4 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +13 to hit, Reach 5 ft.
Hit. 19 (1d10+13 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +13 to hit, Reach 5 ft.
Hit. 19 (1d10+13 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 2 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +8 to hit, Reach 5 ft.
Hit. 14 (1d10+8 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +8 to hit, Reach 5 ft.
Hit. 14 (1d10+8 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 2 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 15 (1d10+9 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 15 (1d10+9 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 3 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 16 (1d10+10 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 16 (1d10+10 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 3 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 17 (1d10+11 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 17 (1d10+11 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 4 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 18 (1d10+12 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 18 (1d10+12 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 4 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +13 to hit, Reach 5 ft.
Hit. 19 (1d10+13 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +13 to hit, Reach 5 ft.
Hit. 19 (1d10+13 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 2 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +8 to hit, Reach 5 ft.
Hit. 14 (1d10+8 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +8 to hit, Reach 5 ft.
Hit. 14 (1d10+8 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 2 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 15 (1d10+9 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 15 (1d10+9 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 3 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 16 (1d10+10 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 16 (1d10+10 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 3 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 17 (1d10+11 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 17 (1d10+11 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 4 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 18 (1d10+12 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 18 (1d10+12 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 4 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +13 to hit, Reach 5 ft.
Hit. 19 (1d10+13 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +13 to hit, Reach 5 ft.
Hit. 19 (1d10+13 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 2 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +8 to hit, Reach 5 ft.
Hit. 14 (1d10+8 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +8 to hit, Reach 5 ft.
Hit. 14 (1d10+8 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 2 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 15 (1d10+9 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 15 (1d10+9 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 3 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 16 (1d10+10 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 16 (1d10+10 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 3 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 17 (1d10+11 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 17 (1d10+11 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 4 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 18 (1d10+12 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 18 (1d10+12 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 4 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +13 to hit, Reach 5 ft.
Hit. 19 (1d10+13 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +13 to hit, Reach 5 ft.
Hit. 19 (1d10+13 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 2 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +8 to hit, Reach 5 ft.
Hit. 14 (1d10+8 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +8 to hit, Reach 5 ft.
Hit. 14 (1d10+8 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 2 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 15 (1d10+9 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 15 (1d10+9 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 3 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 16 (1d10+10 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 16 (1d10+10 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 3 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 17 (1d10+11 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 17 (1d10+11 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 4 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 18 (1d10+12 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 18 (1d10+12 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The spirit makes 4 Attacks.
Slam (Air, Earth and Water). Melee Weapon Attack. +13 to hit, Reach 5 ft.
Hit. 19 (1d10+13 Bludgeoning damage.
Fire Punch (Fire Only). Melee Weapon Attack. +13 to hit, Reach 5 ft.
Hit. 19 (1d10+13 Fire damage.
When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature 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 defends itself but otherwise takes no action.