TEXT: Summoning Elementals
  The majority of the monsters in this supplement are designed
  with the spells conjure minor elementals and conjure
  elemental in mind, possessing compatible challenge ratings
  and interesting abilities to open up exciting roleplay
  opportunities for players. For convenience, these elementals
  are listed here by CR.
  Conjure Minor Elementals Candidates
  Monster
  Challenge
  Acid Mephit
  1/4
  Ash Mephit
  1/4
  Lightning Mephit
  1/4
  Mercury Mephit
  1/4
  Salt Mephit
  1/2
  Sulfur Mephit
  1/2
  Arctine
  2
  Chaggrin (Earth Grue)
  2
  Emberling
  2
  Geodite
  2
  Harbinn (Fire Grue)
  2
  Ildriss (Air Grue)
  2
  Lesser Air Elemental
  2
  Lesser Earth Elemental
  2
  Lesser Fire Elemental
  2
  Lesser Ice Elemental
  2
  Lesser Water Elemental
  2
  Tempestan
  2
  Vardigg (Water Grue)
  2
  Conjure Elemental Candidates
  Monster
  Challenge
  Acid Elemental
  5
  Blood Elemental
  5
  Dust Elemental
  5
  Grave Elemental
  5
  Ice Elemental
  5
  Lightning Elemental
  5
  Magma Elemental
  5
  Ooze Elemental
  5
  Pyre Elemental
  5
  Smoke Elemental
  5
  Steam Elemental
  5
  Greater Air Elemental
  9
  Greater Earth Elemental
  9
  Greater Fire Elemental
  9
  Greater Ice Elemental
  9
  Greater Water Elemental
  9
  Planar Ally Candidates
  Monster
  Challenge
  Black Rock Triskelion
  13
  Cyclonic Ravager
  13
  Holocaust Disciple
  13
  Waterveiled Assassin
  13
  Air Monolith
  15
  Earth Monolith
  15
  Fire Monolith
  15
  Ice Monolith
  15
  Water Monolith
  15
  Elemental Lords
  Monster
  Challenge
  Zaaman Rul
  17
  Chan
  18
  Sunnis
  18
  Ben Hadar
  19
  Cryonax
  21
  Solkara
  29
  
  Elementals, Lesser and
  Greater
  Lesser Elementals
  Lesser elementals are the least mighty of their kin. Though
  pure expressions of the elements just like their fellow
  elementals, they lack the might of their greater kin. However,
  they are still a formidable foe in their own right, and are ideal
  for summoning with conjure lesser elementals.
  Lesser Air Elemental
  Medium elemental, neutral
  Armor Class. 13
  Hit Points. 38 (7d8 + 7)
  Speed. 0 ft., fly (60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 17 (+3) 12 (+1) 5 (-3) 10 (+0) 4 (-3)
  Damage Resistances. lightning, thunder;
  bludgeoning, piercing, and slashing damage from
  non-magical weapons
  Damage Immunities. poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft., passive Perception 10
  Languages. Auran
  Challenge. 2 (450 XP)
  Air Form. The elemental can enter a hostile
  creature's space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) bludgeoning damage.
  
  Lesser Earth Elemental
  Medium elemental, neutral
  Armor Class. 15 (natural armor)
  Hit Points. 52 (7d8 + 21)
  Speed. 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 8 (-1) 17 (+3) 5 (-3) 10 (+0)
  4 (-3)
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Vulnerabilities thunder
  Damage Immunities. poison
  Condition Immunities. exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses. darkvision 60 ft., tremorsense 60 ft.,
  passive Perception 10
  Languages. Terran
  Challenge. 2 (450 XP)
  Earth Glide. The elemental can burrow through
  nonmagical, unworked earth and stone. While
  doing so, the elemental doesn't disturb the material
  it moves through.
  Siege Monster. The elemental deals double damage
  to objects and structures.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Lesser Fire Elemental
  Medium elemental, neutral
  Armor Class. 13
  Hit Points. 45 (7d8 + 14)
  Speed. 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 16 (+3)
  15 (+2) 5 (-3) 10 (+0)
  4 (-3)
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Immunities. fire, poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft., passive Perception 10
  Languages. Ignan
  Challenge. 2 (450 XP)
  Fire Form. The elemental can move through a space
  as narrow as 1 inch wide without squeezing. A
  creature that touches the elemental or hits it with a
  melee Attack while within 5 ft. of it takes 4 (1d8)
  fire damage. In addition, the elemental can enter a
  hostile creature's space and stop there. The first
  time it enters a creature's space on a turn, that
  creature takes 4 (1d8) fire damage and catches fire;
  until someone takes an action to douse the fire, the
  creature takes 5 (1d10) fire damage at the start of
  each of its turns.
  Illumination. The elemental sheds bright light in a
  30-foot radius and dim light in an additional 30 ft..
  Water Susceptibility. For every 5 ft. the elemental
  moves in water, or for every gallon of water
  splashed on it, it takes 1 cold damage.
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) fire damage. If the
  target is a creature or a flammable object, it ignites.
  Until a creature takes an action to douse the fire,
  the target takes 5 (1d10) fire damage at the start of
  each of its turns.
  
  Lesser Water Elemental
  Medium elemental, neutral
  Armor Class. 14 (natural armor)
  Hit Points. 52 (7d8 + 21)
  Speed. 30 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 12 (+1) 16 (+3) 5 (-3) 10 (+0) 4 (-3)
  Damage Resistances. acid; bludgeoning, piercing,
  and slashing damage from non-magical weapons
  Damage Immunities. poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft., passive Perception 10
  Languages. Aquan
  Challenge. 2 (450 XP)
  Water Form. The elemental can enter a hostile
  creature's space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing.
  Freeze. If the elemental takes cold damage, it
  partially freezes; its speed is reduced by 20 ft. until
  the end of its next turn.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8 + 2) bludgeoning damage.
  Lesser Ice Elemental
  Medium elemental, neutral
  Armor Class. 15 (natural armor)
  Hit Points. 38 (7d8 + 7)
  Speed. 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 8 (-1) 13 (+1) 5 (-3) 10 (+0)
  4 (-3)
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Vulnerabilities fire
  Damage Immunities. cold, poison
  Condition Immunities. exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses. darkvision 60 ft., tremorsense 60ft. (in ice
  and snow only), passive Perception 10
  Languages. Aquan, Auran
  Challenge. 2 (450 XP)
  Frigid Aura. A creature that touches the elemental or
  hits it with a melee attack while within 5 feet of it
  takes 5(1d10) cold damage.
  Ice Glide. The elemental can burrow through
  nonmagical ice and snow. While doing so, the
  elemental doesn't disturb the material it is moving
  through.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target Hit: 15 (3d6 + 5) bludgeoning damage
  plus 11 (2d10) cold damage
  
  Elemental Grues
  An elemental grue forms when pure evil touches raw
  elemental matter. The resulting creatures are foul tempered
  and sadistic, seeking to undo all that they encounter. These
  elementals may spontaneously form where the Lower Planes
  connect to the Inner Planes, and the presence of an demon
  lord or a pit fiend in an Inner Plane is bound to give rise to a
  number of these wretched monstrosities.
  Elemental Vermin. Elemental grues hate all things,
  including the element that spawned them. Their very
  presence causes elemental magic to destabilize and their
  touch causes other elementals great pain, a fact which
  delights them to no end and causes them to be hated and
  shunned even by other elementals. Not even the Princes of
  Elemental Evil will tolerate their presence, consigning them
  to the most inhospitable corners of the Inner Planes and the
  Elemental Chaos.
  Elemental Nature. An elemental grue does not require air,
  food, drink, or sleep.
  Elemental Interpretation
  The Elemental Interference reaction common to all
  elemental grues is intentionally written to be
  largely up to interpretation. Obviously, spells such
  as control water or move earth are very obviously
  elementally oriented. However, other spells are less
  clear cut. For example, ray of frost is clearly air
  oriented, but since it is only cold, does it qualify as
  water oriented as well? Or moving even further,
  what about cloudkill? Is that air oriented?
  My rule of thumb here for more ambiguous
  situations is to consider where the origin of that
  power is. For example, if a smoke based creature
  casts cloudkill, then it's both air and fire oriented,
  but if Yan-C-Bin casts the same spell it's only air
  oriented, while a yuggoloth casting it is not
  accessing elemental energy but fiendish energy.
  Meanwhile, that same yugoloth could cast fire
  storm and that would qualify for elemental
  interference, since that is undeniably elemental.
  Ultimately, this ability is intended to open up
  roleplaying opportunities, not shut them down.
  Don't use this to artificially restrain player options,
  but rather to create a new challenge for them to
  overcome. Additionally, elemental grues make an
  excellent candidate for the conjure lesser
  elemental spell, and creative players are sure to find
  interesting ways to apply its effects in roleplay.
  Give them that agency.
  Chaggrin (Earth Grue)
  Chaggrins are hateful creatures of elemental earth. They
  resemble vaguely mole-like creatures composed of stone and
  soil and are 5 feet long on average. Violent and destructive,
  they burrow through soil for no other reason than to damage
  the element that spawned them and undermine the efforts of
  others.
  Chaggrin
  Medium elemental, neutral evil
  Armor Class. 15 (natural armor)
  Hit Points. 60 (8d8 + 24)
  Speed. 30 ft. burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 8 (-1)
  Skills. Stealth +2
  Damage Immunities. acid, poison
  Condition Immunities. poisoned
  Senses. darkvision 60 ft. tremorsense 30 ft., passive
  Perception 10
  Languages. Terran
  Challenge. 2 (450 XP)
  Ambusher. In the first round of a combat, the
  chaggrin has advantage on attack rolls against any
  creature it has surprised.
  Foe of Earth. When the chaggrin deals damage
  against an elemental associated with earth, it deals
  maximum damage and its damage type becomes
  force.
  Actions
  Multiattack. The chaggrin makes two claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one creature. Hit: 6 (1d6 +3) slashing damage
  Reactions
  Elemental Interference. The chaggrin casts
  counterspell against a spell that creates, destroys,
  or otherwise manipulates earth within 120 feet of
  it (spell attack +4).
  
  Harbinn (Fire Grue)
  A harbinn is a vaguely man-shaped being composed of lurid,
  wavering flame. Difficult to pin down and sadistic to a
  startling degree, a harbinn relies on its natural speed and
  blurred appearance to protect it while it ignites all that it can
  Ildriss (Air Grue)
  An ildriss is an creature of spiteful air. It is capricious and
  violent, seeking to destroy whatever it can with its spiteful
  winds. Though naturally invisible, if viewed magically or
  rendered visible an ildriss appears as a cloud of dark, roiling
  vapor, its face marked by angry, ever-changing expressions.
  Harbinn
  Medium elemental, neutral evil
  Armor Class. 13
  Hit Points. 44 (8d8 + 8)
  Speed. 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 12 (+1) 5 (-3) 11 (+0) 8 (-1)
  Damage Immunities. fire, poison
  Condition Immunities. poisoned
  Senses. darkvision 60 ft., passive Perception 10
  Languages. Ignan
  Challenge. 2 (450 XP)
  Blur. The harbinn's body is blurred, constantly
  shifting and wavering. A creature has disadvantage
  on attack rolls against the harbinn unless it doesn't
  rely on sight, as with blindsight, or can see through
  illusions, as with truesight.
  Fiery Body. A creature that touches the harbinn or
  hits it with a melee attack while within 5 ft. of it
  takes 3 (1d6) fire damage
  Foe of Fire. When the harbinn deals damage against
  an elemental associated with fire, it deals maximum
  damage and its damage type becomes force.
  Illumination. The harbinn sheds bright light in a 30-
  foot radius and dim light in an additional 30 ft.
  Actions
  Multiattack. The harbinn makes two slam attacks
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one creature. Hit: 6 (1d6 + 3) bludgeoning damage
  plus 2 (1d4) fire damage
  Reactions
  Elemental Interference. The harbinn casts
  counterspell against a spell that creates, destroys,
  or otherwise manipulates fire within 120 feet of it
  (spell attack +4).
  Ildriss
  Medium elemental, neutral evil
  Armor Class. 14
  Hit Points. (8d8 + )
  Speed. 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 18 (+4) 12 (+1) 5 (-3) 11 (+0) 8 (-1)
  Skills. Stealth +6
  Damage Immunities. poison, thunder
  Condition Immunities. poisoned
  Senses. darkvision 60 ft., passive Perception 10
  Languages. Auran
  Challenge. 2 (450 XP)
  Foe of Air. When the ildriss deals damage against an
  elemental associated with air, it deals maximum
  damage and its damage type becomes force.
  Invisibility. The ildriss is invisible.
  Actions
  Multiattack. The ildriss makes two slam attacks
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one creature. Hit: 8 (1d8 + 4) bludgeoning damage
  Reactions
  Elemental Interference. The ildriss casts counterspell
  against a spell that creates, destroys, or otherwise
  manipulates air within 120 feet of it (spell attack
  +4).
  
  Vardigg (Water Grue)
  A vardigg is a cruel, brutish creature of elemental water, a
  loose mass of frigid water encased in a dripping membrabe
  studded randomly with flailing pseudopods and drifting
  eyespots. They claim a body of water as their own, savagely
  attacking any creature that attempts to enter it with blinding
  water.
  Vardigg
  Medium elemental, neutral evil
  Armor Class. 14 (natural armor)
  Hit Points. (8d8 + )
  Speed. 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 14 (+2) 5 (-3) 11 (+0) 8 (-1)
  Damage Immunities. acid, poison
  Condition Immunities. poisoned
  Senses. darkvision 60 ft., passive Perception 10
  Languages. Aquan
  Challenge. 2 (450 XP)
  Foe of Water. When the vardigg deals damage
  against an elemental associated with water, it deals
  maximum damage and its damage type becomes
  force.
  Actions
  Multiattack. The vardigg makes two slam attacks
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one creature. Hit: 6 (1d8 + 2) bludgeoning damage
  Water Jet. Ranged Spell Attack: +4 to hit, range 60
  ft., one creature. Hit: 11 (2d10) bludgeoning
  damage and the target must succeed on a DC 12
  Constitution saving throw or become blinded for 1
  minute.
  Reactions
  Elemental Interference. The vardigg casts
  counterspell against a spell that creates, destroys,
  or otherwise manipulates water within 120 feet of
  it (spell attack +4).
  
  Elemental Stewards
  The elemental stewards are strange elemental beings.
  Blessed with innate psionic powers and driven to serve the
  needs of greater beings, an elemental steward is an anomaly.
  Appearing as small, alien creatures with large, unblinking
  eyes, these rare creatures are more likely to be found in the
  service of a genie or elemental lord than they are alone.
  Wizards and sorcerers may conjure them to empower their
  destructive spells as well, making them ideal companions for
  war mages.
  Mysterious Origins. None know the genesis of the
  elemental stewards. Some believe that they may be
  descended from a race of strange beings that fell from the
  Astral Plane into the Elemental Chaos and evolved over time
  into natives of that churning place. Others suggest that they
  could be the last scions of another reality, while others
  declare that they were born from the broken fragments of the
  minds of gods and primordials who fell during their terrible
  war at the dawn of time.
  There is another theory, however, that suggests a far more
  sinister origin. Those who espouse this theory claim that the
  stewards are agents of an unknowable, alien intelligence that
  resides deep within the Elemental Chaos or Ethereal Plane,
  and that they seek to make themselves as valuable as
  possible so that they may act as spies for this being. Very little
  evidence exists to support this theory, so few take it seriously.
  Still, there are those who find the unblinking stares and
  strange detachment of the elemental stewards unnerving.
  Arctine
  The eyes of these slightly translucent white humanoids
  resemble nothing so much as pools of pure, snow-fed water,
  across which ripples constantly play. They are fascinated by
  other lifeforms, and can spend hours at a time observing the
  habits and behaviors of other creatures. They are especially
  fascinated by the inner workings of other creatures, and are
  well versed in medicine as a result. Many noble djinn have
  numerous arctine serving them as doctors, which cooperate
  together to ensure that their master is as healthy as possible.
  However, simple medicine is not the extent to which the
  arctine's knowledge of biology extends. Though arctines find
  great satisfaction in administering medicine to living
  creatures, they have noe compunctions about dissecting any
  dead bodies they find. If allowed, an arctine will dissect and
  catalogue the innards of any dead creatures they find. Though
  most find their impassive interest in the inner workings of
  life, this combined with their natural ability to create cold
  makes them excellent servants for undertakers and
  necromancers.
  Arctine
  Small elemental, neutral
  Armor Class. 13
  Hit Points. 44 (8d6 + 16)
  Speed. 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 14 (+2) 15 (+2) 14 (+2) 11 (+0)
  Skills. Medicine +4, Perception +4
  Damage Immunities. cold
  Senses. darkvision 60 ft., passive Perception 14
  Languages. Aquan, Common, telepathy 60 ft.
  Challenge. 2 (450 XP)
  Amphibious. The steward can breathe both air and
  water.
  Innate Spellcasting (Psionics). The steward's innate
  spellcasting ability is Intelligence (spell save DC
  12). It can innately cast the following spells,
  requiring no components:
  At will: shape water
  1/day each: expeditious retreat, grease
  Psychic Defense. The steward's AC includes its
  Intelligence modifier.
  Actions
  Multiattack. The steward makes two attacks with
  either its fists or its energy ray
  Fist. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one creature. Hit: 4 (1d4 + 2) bludgeoning damage
  plus 3 (1d6) cold damage.
  Energy Ray. Ranged Spell Attack (Psionic): +4 to hit,
  range 30 ft., one creature. Hit: 9 (2d8) cold
  damage.
  Reactions
  Energy Empowerment. When a creature deals cold
  damage while within 30 feet of the steward, the
  stweard can maximize the roll of the lowest
  damage die dealt.
  
  Emberling
  These elementals possesse coal black skin and eyes that
  burn with a white flame, cycling between ferocity, serenity,
  and joy without warning. They are fascinated by emotions
  and philosophy. They are just as eager to observe a joyful
  celebration as they are to witness a furious riot or a sorrowful
  mourning, a fact which many find unnerving.
  Emberling
  Small elemental, neutral
  Armor Class. 15
  Hit Points. 36 (8d6 + 8)
  Speed. 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 12 (+1) 15 (+2) 14 (+2) 11 (+0)
  Skills. Intimidation +2, Perception +4
  Damage Immunities. fire
  Senses. darkvision 60 ft., passive Perception
  Languages. Common, Ignan, telepathy 60 ft.
  Challenge. 2 (450 XP)
  Heated Body. A creature that touches the steward
  or hits it with a melee attack while within 5 ft. of it
  takes 5 (1d10) fire damage.
  Innate Spellcasting (Psionics). The steward's innate
  spellcasting ability is Intelligence (spell save DC
  12). It can innately cast the following spells,
  requiring no components:
  At will: control flames
  1/day each: cause fear, heat metal
  Psychic Defense. The steward's AC includes its
  Intelligence modifier.
  Actions
  Multiattack. The steward makes two attacks with
  either its fists or its energy ray
  Fist. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one creature. Hit: 2 (1d4) bludgeoning damage
  plus 3 (1d6) fire damage.
  Energy Ray. Ranged Spell Attack (Psionic): +4 to hit,
  range 30 ft., one creature. Hit: 9 (2d8) fire damage.
  Reactions
  Energy Empowerment. When a creature deals fire
  damage while within 30 feet of the steward, the
  stweard can maximize the roll of the lowest
  damage die dealt.
  
  Geodite
  These granite skinned creatures possess large, crystalline
  eyes that thrum in time with a barely audible rhythm. A
  geodite finds sound and crafted objects endlessly compelling,
  and will spend hours memorizing every little detail of a stone
  wall or listening to the drip of water on a cavern floor. To a
  geodite, the living creatures that walk on stone and use tools
  are incidental, a fact which many find off-putting. However,
  there are few creatures out there that are better servants for
  creatures that mine the earth or craft great works.
  Geodites adore mathematically structured sound; in other
  words, music. They will listen with rapt attention to any
  music that they encounter, cataloging the patterns of sound
  for future consideration or replication. However, they don't
  love music for the spirit of it, but rather the form of it. They
  find the rhythmic sound of hammers as compelling as a
  loving aria, a fact which makes them less than favored by the
  musically inclined.
  Geodite
  Small elemental, neutral
  Armor Class. 13 (natural armor)
  Hit Points. 36 (8d6 + 8)
  Speed. 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 8 (-1) 13 (+1) 15 (+2) 14 (+2) 11 (+0)
  Skills. Perception +4, Performance +2
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Immunities. thunder
  Senses. darkvision 60 ft., tremorsense 60 ft. passive
  Perception 14
  Languages. Common, Terran, telepathy 60 ft.
  Challenge. 2 (450 XP)
  Innate Spellcasting (Psionics). The steward's innate
  spellcasting ability is Intelligence (spell save DC
  12). It can innately cast the following spells,
  requiring no components:
  At will: mold earth
  1/day each: thaumaturgy, thunderwave
  Psychic Defense. The steward's AC includes its
  Intelligence modifier.
  Actions
  Multiattack. The steward makes two attacks with
  either its fists or its energy ray
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one creature. Hit: 5 (1d4 + 3) bludgeoning damage
  plus 3 (1d6) thunder damage.
  Energy Ray. Ranged Spell Attack (Psionic): +4 to hit,
  range 30 ft., one creature. Hit: 9 (2d8) thunder
  damage.
  Reactions
  Energy Empowerment. When a creature deals
  thunder damage while within 30 feet of the
  steward, the stweard can maximize the roll of the
  lowest damage die dealt.
  
  Tempestan
  A tempestan is an angular, storm grey humanoid with large,
  limpid eyes that spark with constant interest. They are
  energetic and eager to serve, seeking to learn as much as
  they can. A tempestan is happiest when serving a master
  with an extensive library, which they turn into something of a
  second home and protect with incredible fervor.
  Tempestans are insatiable readers. They flit unpredictably
  from one subject to another, ravenously absorbing
  information from whatever source they can find. When no
  new sources of knowledge present themselves, they pass
  their time among clouds gathering and redistributing
  electrical energy for the sheer pleasure of observing it move.
  Tempestan
  Small elemental, neutral
  Armor Class. 15
  Hit Points. 28 (8d6)
  Speed. 30 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 17 (+3) 10 (+0) 15 (+2) 14 (+2) 11 (+0)
  Skills. Investigation +4, Perception +4
  Damage Immunities. lightning
  Senses. darkvision 60 ft., passive Perception
  Languages. Auran, Common, telepathy 60 ft.
  Challenge. 2 (450 XP)
  Innate Spellcasting (Psionics). The steward's innate
  spellcasting ability is Intelligence (spell save DC
  12). It can innately cast the following spells,
  requiring no components:
  At will: gust
  1/day each: comprehend languages, dissonant
  whispers
  Psychic Defense. The steward's AC includes its
  Intelligence modifier.
  Actions
  Multiattack. The steward makes two attacks with
  either its fists or its energy ray
  Fist. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one creature. Hit: 2 (1d4) bludgeoning damage
  plus 3 (1d6) lightning damage.
  Energy Ray. Ranged Spell Attack (Psionic): +4 to hit,
  range 30 ft., one creature. Hit: 9 (2d8) lightning
  damage.
  Reactions
  Energy Empowerment. When a creature deals
  lightning damage while within 30 feet of the
  steward, the stweard can maximize the roll of the
  lowest damage die dealt.
  
  Mephits
  There are more mephits than just those composed of
  combinations of the four prime elements. There are also
  those that contain traces of positive or negative energy.
  Alchemical Mephits. Some mephits embody the key
  elements of alchemy. These mephits have an especial
  significance to potion makers, wizards, and hags, who entice
  these wicked minded elementals with whatever means they
  can find.
  Acid Mephits
  Crass and xenophobic, acid mephits are composed of water,
  earth, and positive energy. Their society is stratified by what
  manner of acid they are. Aqua fortis, aqua regia, vitriol,
  acidum salis, and vinegar mephits all bicker and argue
  amongst each other over petty matters. In alchemy, acid is
  one of the most important elements, playing a large role in
  almost every alchemical venture.
  Ash Mephit
  Profoundly depressed and lugubrious, ash mephits are
  composed of air, fire, and negative energy. They eagerly
  complain of their woes to any who will listen.
  Acid Mephit
  Small elemental, neutral evil
  Armor Class 12
  Hit Points. 21 (6d6)
  Speed. 30ft., fly 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3) 14 (+2) 10 (+0) 9 (-1) 11 (+0) 11 (+0)
  Skills. Perception +2
  Damage Immunities. acid, poison
  Condition Immunities. poisoned
  Senses. darkvision 60 ft., passive Perception 12
  Languages. Auran, Terran
  Challenge. ¼ (50 XP)
  Death Burst. When the mephit dies, it explodes in a
  cloud of acid. Each creature within 5 feet of it must
  succeed on a DC 10 Dexterity saving throw or take
  4 (1d8) acid damage.
  Actions
  Claw. Type: +4 to hit, reach 5ft., one creature. Hit: 2
  (1d4) slashing damage plus 2 (1d4) acid damage
  Corrosive Breath (Recharge 6). The mephit exhales a
  15-foot cone of acidic mist. Each creature in that
  area must succeed on a DC 10 Constitution saving
  throw or take 4(1d8) acid damage on a failed save,
  or half as much on a successful one.
  Ash Mephit
  Small elemental, neutral evil
  Armor Class 12
  Hit Points. 22 (5d6 + 5)
  Speed. 20ft., fly 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3) 14 (+2) 12 (+1) 9 (-1) 10 (+0) 11 (+0)
  Skills. Perception +2, Stealth +4
  Damage Immunities. poison
  Condition Immunities. poisoned
  Senses. darkvision 60 ft., passive Perception 12
  Languages. Auran, Ignan
  Challenge. ¼ (50 XP)
  Death Burst. When the mephit dies, it explodes in a
  cloud of ash. Each creature within 5 feet of it must
  succeed on a DC 10 Constitution saving throw or
  be blinded for 1 minute. A blinded creature can
  repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Actions
  Fists. Type: +4 to hit, reach 5ft., one creature. Hit:
  4(1d4+2) bludgeoning damage
  Choking Breath (Recharge 6). The mephit exhales a
  15-foot cone of choking ash. Each creature in that
  area must succeed on a DC 10 Constitution saving
  throw or become wracked with coughing for 1
  minute. A creature that is choking must succeed on
  a DC 11 Constitution saving throw in order to
  perform the Dash action or successfully cast a spell
  with a verbal component. A choking creature can
  repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  
  Lightning Mephit
  Composed of air and positive energy, lightning mephits are
  excitable, curious, and easily bored. They gleefully leap from
  cloud to cloud, sparking excitedly as they search for more
  mischief. They can be found throughout the Plane of Air,
  dancing among the tempests, but can also become a
  nuisance in cloud and storm giant homes, where they're
  known as thunder bats.
  Mercury Mephit
  Composed of water and air suffused with negative energy,
  mercury mephits are nosy and obsessed with secrets. In
  alchemy, mercury is the element of the spirit.
  Variant: Soul Catcher
  Some mercury mephits have acquired the requisite
  skills to remove a soul from its body. They will
  select a target and sneak into their room every
  night, poisoning them with their breath to loosen
  the soul's ties to the body.
  Trap the Soul. A mercury mephit that has
  poisoned its target once per night for a full year's
  time removes and swallows the target's soul. The
  symptoms mimic that of the Slumber variant of
  imprisonment, except that the target will age and
  die normally. The target cannot regain their soul
  until the mercury mephit is killed. The mephit can
  hold only one soul at a time.
  Lightning Mephit
  Small elemental, neutral evil
  Armor Class 12
  Hit Points. 17(5d6)
  Speed. 50ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3) 14 (+2) 10 (+0) 9 (-1) 11 (+0) 11 (+0)
  Skills. Perception +2
  Damage Immunities. lightning, poison
  Condition Immunities. poisoned
  Senses. darkvision 60 ft., passive Perception 12
  Languages. Auran
  Challenge. ¼ (50 XP)
  Death Burst. When the mephit dies, it explodes in a
  crackling sphere of electricity. Each creature within
  5 feet of it must succeed on a DC 10 Constitution
  saving throw or be stunned for 1 minute. A stunned
  creature can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a
  success.
  Innate Spellcasting (1/Day). The mephit can innately
  cast fear (spell save DC 10), requiring no material
  components. Its innate spellcasting ability is
  Charisma.
  Actions
  Claws. Type: +4 to hit, reach 5ft., one creature. Hit:
  4(1d4+2) slashing damage plus 2(1d4) lightning
  damage
  Electric Breath (Recharge 6). The mephit exhales a
  15-foot cone of crackling electrical energy. Each
  creature in that area must succeed on a DC 10
  Constitution saving throw or be stunned for 1
  minute. A creature can repeat the saving throw at
  the end of each of its turns, ending the effect on
  itself on a success.
  Mercury Mephit
  Small elemental, neutral evil
  Armor Class 12
  Hit Points. 22 (5d6 + 5)
  Speed. 50ft., fly 50 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3) 14 (+2) 12 (+1) 9 (-1) 11 (+0) 11 (+0)
  Skills. Perception +2, Stealth +4
  Damage Immunities. poison
  Condition Immunities. poisoned
  Senses. darkvision 60 ft., passive Perception 12
  Languages. Aquan, Auran
  Challenge. ¼ (50 XP)
  Death Burst. When the mephit dies, it explodes in a
  cloud of poisonous fumes. Each creature within 5
  feet of it must succeed on a DC 10 Dexterity
  saving throw or take 4 (1d8) poison damage.
  False Appearance. The mephit can use an action to
  flatten its body out into a smooth surface 3 feet by
  3 feet on a side with a thickness of 1 inch. While in
  this form, it is indistinguishable from a mirror.
  Actions
  Fists. Type: +4 to hit, reach 5ft., one creature. Hit: 4
  (1d4 + 4) bludgeoning damage
  Poison Breath (Recharge 6). The mephit exhales a
  15-foot cone of toxic mist. Each creature in that
  area must succeed on a DC 10 Constitution saving
  throw or become poisoned for 1 minute. While
  poisoned in this way, the target has disadvantage
  on all Intelligence and Wisdom checks and saving
  throws.
  
  Salt Mephit
  Composed of earth, water, and negative energy, and looking
  like a red eyed imp made of glimmering white crystal, salt
  mephits are sarcastic and extremist, being strongly divided
  by their opinions of water. Some salt mephits love water,
  craving it with a greedy desire, while others despise water,
  seeking to eliminate it wherever they find it. Those that love
  water can be found in oceans, while those that hate water
  can be found in deserts or on the plane of earth or fire.
  Regardless of their outlook on water, both view living
  creatures as being composed of too much of it, and seek to
  remedy that with their breath weapon. In alchemy, salt is the
  element of the body.
  Sulfur Mephit
  Composed of fire, earth, and negative energy, sulfur mephits
  are thoughtless and prone to emotional outbursts. They crave
  heat and will seek to drain all the heat from every source they
  encounter, including living creatures. In alchemy, sulfur is the
  element of the soul.
  Salt Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points. 22 (5d6+5)
  Speed. 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
  Skills. Perception +2, Stealth +3
  Damage Immunities. fire, poison
  Condition Immunities. poisoned
  Senses. darkvision 60 ft. passive Perception 12
  Languages. Aquan OR Terran (never both)
  Challenge. ½ (100XP)
  Death Burst. When the mephit dies, it explodes into
  a cloud of abrasive salt. Each creature within 5 feet
  of it must succeed on a DC 10 Constitution saving
  throw or be blinded for 1 minute. A blinded
  creature can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a
  success.
  Innate Spellcasting (1/Day). The mephit can innately
  cast create or destroy water, requiring no material
  components. Its innate spellcasting ability is
  Charisma.
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one creature. Hit: 3(1d4+1) slashing damage
  Desiccating Breath (Recharge 6). The mephit exhales
  a 15-foot cone of desiccating air. Each creature in
  that area must succeed on a DC 10 Constitution
  saving throw or take 7(2d6) necrotic damage as the
  moisture is drained from their body, or half as
  much damage on a successful one.
  Sulfur Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points. 22 (5d6+5)
  Speed. 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
  Damage Immunities. fire, poison
  Condition Immunities. poisoned
  Senses. darkvision 60 ft. passive Perception 10
  Languages. Ignan, Terran
  Challenge. ½ (100XP)
  Death Burst. When the mephit dies, it explodes into
  a cloud of foul gas. Each creature within 5 feet of it
  must succeed on a DC 10 Constitution saving
  throw or spend its action retching and reeling.
  Creatures that don't breathe or are immune to
  poison automatically succeed this check.
  Innate Spellcasting (1/Day). The mephit can innately
  cast control flames, requiring no material
  components. Its innate spellcasting ability is
  Charisma. For every square of fire extinguished by
  this effect, the mephit regains 5 hit points.
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one creature. Hit: 3(1d4+1) slashing damage
  Heat Consumption (Recharge 6). The mephit inhales
  heat in a 15-foot cone originating from it. Each
  creature in that area must succeed on a DC 10
  Constitution saving throw or take 7 (2d6) cold
  damage as the heat is drained from their body, or
  half as much damage on a successful one. For every
  5 points of cold damage dealt, the mephit regains 1
  hit point. Any non-magical flames in this area are
  extinguished, and for every square of fire
  extinguished by this effect, the mephit regains 5 hit
  points.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Ned Turner - Elemental Compendium I - Conjure Lesser.pdf