Whelm (Recharge 4-6): Each creature in the elemental's space must make a DC 15 Strength saving throw. Need them for the Summon Minor Elementals Spell.

The spell doesn't summon minor water, earth, fire or air elementals, it summons minor creatures of the elemental type. If protected against fire damage, it can even glide through lava. While doing so, the elemental doesn't disturb the material it moves through. @JeremyECrawford this is how I think it works. The elemental makes two slam attacks. Look at their stat blocks more closely. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. If you cast the spell again, rather than getting a new familiar, your existing one transforms into a new creature. The spell literally says you can just tell it what to do and it'll do it and 2. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Minor water, earth, fire and air elementals do not exist. Minor water, earth, fire and air elementals do not exist. (There's one other from The Tortle Package, but let's set that aside for now.) | Here Be Monsters Again, the problem lies with nomenclature. | d20PFSRD Spell Spotlight: Conjure Minor Elementals. He is discussing how he identified a minor problem with an interesting spell, and how to address that problem. For anyone still figuring out this site: I added James' homebrew monsters to my homebrew collection by navigating to Monsters, Homebrew, and then filtering by the keyword 'Minor'.

It can move through a space as narrow as 1 inch wide without squeezing. versions of water, earth, fire, or air elementals. Thats the MAIN Reason I dont use summon spells at all for my Dragonborn druid. , pg. | d20HeroSRD One drawback of being a planar race was the possibility of a floating magical light suddenly appearing, and if it touched you, you were summoned by some wizard on the Prime Material Plane for a few rounds. Thanks for the rundown, really helpful. Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage … The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Especially if it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Freeze: If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn. I doubt it came up often in people’s games but in RAW Planescape back in 2e, there was an interesting flip side to this.

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