Difference between revisions of "Conjure Elemental"

From OSE SRD
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Huge vortexes of whirling air.
 
Huge vortexes of whirling air.
  
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{{statblock|ac=–2 [21]|hd=16* (72hp)|at=1 × blow (3d8)|th=8 [+11]|mv=360’ (120’) flying|sv=D2 W3 P4 B3 S6 (16)|ml=10|al=Neutral|xp=2,300}}
'''AC''' –2 [21], '''HD''' 16* (72hp), '''Att''' 1 × blow (3d8), '''THAC0''' 8 [+11], '''MV''' 360’ (120’) flying, '''SV''' D2 W3 P4 B3 S6 (16), '''ML''' 10, '''AL''' Neutral, '''XP''' 2,300
 
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* '''Size:''' 32’ tall, 8’ across.
 
* '''Size:''' 32’ tall, 8’ across.
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Huge, humanoid figures of earth or stone.
 
Huge, humanoid figures of earth or stone.
  
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{{statblock|ac=–2 [21]|hd=16* (72hp)|at=1 × blow (3d8)|th=8 [+11]|mv=60’ (20’)|sv=D2 W3 P4 B3 S6 (16)|ml=10|al=Neutral|xp=2,300}}
'''AC''' –2 [21], '''HD''' 16* (72hp), '''Att''' 1 × blow (3d8), '''THAC0''' 8 [+11], '''MV''' 60’ (20’), '''SV''' D2 W3 P4 B3 S6 (16), '''ML''' 10, '''AL''' Neutral, '''XP''' 2,300
 
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* '''Size:''' 16’ tall.
 
* '''Size:''' 16’ tall.
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Whirling columns of fire.
 
Whirling columns of fire.
  
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{{statblock|ac=–2 [21]|hd=16* (72hp)|at=1 × blow (3d8)|th=8 [+11]|mv=120’ (40’)|sv=D2 W3 P4 B3 S6 (16)|ml=10|al=Neutral|xp=2,300}}
'''AC''' –2 [21], '''HD''' 16* (72hp), '''Att''' 1 × blow (3d8), '''THAC0''' 8 [+11], '''MV''' 120’ (40’), '''SV''' D2 W3 P4 B3 S6 (16), '''ML''' 10, '''AL''' Neutral, '''XP''' 2,300
 
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* '''Size:''' 16’ tall, 16’ across.
 
* '''Size:''' 16’ tall, 16’ across.
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Huge waves of water.
 
Huge waves of water.
  
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{{statblock|ac=–2 [21]|hd=16* (72hp)|at=1 × blow (3d8)|th=8 [+11]|mv=60’ (20’) / 180’ (60’) swimming|sv=D2 W3 P4 B3 S6 (16)|ml=10|al=Neutral|xp=2,300}}
'''AC''' –2 [21], '''HD''' 16* (72hp), '''Att''' 1 × blow (3d8), '''THAC0''' 8 [+11], '''MV''' 60’ (20’) / 180’ (60’) swimming, '''SV''' D2 W3 P4 B3 S6 (16), '''ML''' 10, '''AL''' Neutral, '''XP''' 2,300
 
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* '''Size:''' 8’ tall, 32’ across.
 
* '''Size:''' 8’ tall, 32’ across.

Revision as of 01:29, 12 July 2022

5th Level Magic-User Spell

Duration: Permanent (until dismissed or slain)

Range: 240’

A 16 Hit Dice elemental—a being formed of pure elemental matter—is summoned from an elemental plane of the caster’s choice (air, earth, fire, water) to do the caster’s bidding.

  • Materials: The summons requires a large volume of the appropriate element.
  • Concentration: Is required to command an elemental.
  • Dismissing: While control over the elemental is maintained, the caster may dismiss it at any time, sending it back to its plane of origin.
  • Disruption: If the caster moves at more than half speed or their concentration is disturbed, the command over the elemental ends. It is, henceforth, a free-willed entity and will immediately try to kill the caster and any who get in its way.
  • Dispelling: A conjured elemental may be dispelled by dispel magic or dispel evil.

Restrictions: The caster may summon at most one elemental from each plane in a single day.

Air Elemental

Huge vortexes of whirling air.


AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 360’ (120’) flying, SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300


  • Size: 32’ tall, 8’ across.
  • Whirlwind: Creatures with less than 2HD swept aside (save versus death).
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Harm flying creatures: Inflict extra 1d8 damage.

Earth Elemental

Huge, humanoid figures of earth or stone.


AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 60’ (20’), SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300


  • Size: 16’ tall.
  • Blocked by water: Cannot cross a channel wider than own height.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Harm creatures on the ground: Inflict extra 1d8 damage.

Fire Elemental

Whirling columns of fire.


AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 120’ (40’), SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300


  • Size: 16’ tall, 16’ across.
  • Blocked by water: Cannot cross a channel wider than own diameter.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Harm cold-based creatures: Inflict extra 1d8 damage.

Water Elemental

Huge waves of water.


AC –2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 60’ (20’) / 180’ (60’) swimming, SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300


  • Size: 8’ tall, 32’ across.
  • Water-bound: Must remain within 60’ of water.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Harm creatures in water: Inflict extra 1d8 damage.