Elementals Species in Other Realms | World Anvil

Elementals

Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.   Living Elements On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.   Conjured by Magic Certain spells and magic items can conjure an elemental, summoning it from the Inner Realms to the Material Realm. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.   Bound and Shaped Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. The strength of the magic and materials that bind an elemental determines how well the elemental functions in a bound form. Golems are elemental spirits bound to physical forms, but weaker materials such as flesh and clay can't bind elemental power sufficiently. Durable materials such as stone and iron require stronger magic, which consequently binds an elemental more securely.   Elemental Nature An elemental doesn't require air, food, drink, or sleep.  

Air Elemental

An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above. An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.


Armor Class15
Hit Points 12d10+24
Speed0 ft.Fly 90ft. (hover)
Strength14 (+2)
Dexterity20 (+5)
Constitution14 (+2)
Intelligence6 (-2)
Wisdom10 (+0)
Charisma6 (-2)
Damage ResistancesLightningThunderBludgeoning
PiercingSlashing from nonmagical weapons
Damage ImmunitiesPoison
Condition ImmunitiesExhaustionGrappledParalyzed
PetrifiedPoisonedProneRestrained
Unconscious
SensesDarkvision 60ft.Passive Perception 10
LanguagesAuran
Challenge5 (1 ,800 XP)
SpecialAir FormThe elemental can enter a hostilecreature's space and stop there.
It can move through a space asnarrow as 1 inch wide without squeezing
Action 1MultiattackThe elemental makes two slam attacks
Action 2SlamMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 2d8+5 bludgeoning damage
Action 3Whirlwind (Recharge 4-6)Each creature in the elemental's space must
make a DC 13 Strength saving throw.On a failure, a target takes 3d8+2 bludgeoning damageand is flung up 20 feet awayfrom the elemental in a random direction and knocked prone.
If a thrown target strikes an object,such as a wall or floor, the targettakes 1d6 bludgeoning damagefor every 10 feet it was thrown.
If the target is thrown at another creature,that creature must succeed ona DC 13 Dexterity saving throwor take the same damage and be knocked prone.
If the saving throw is successful,the target takes half the bludgeoning damageand isn't flung away or knocked prone

Earth Elemental

An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set chunks of metal, gems, and bright minerals. Earth elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can pinpoint the precise location of any foe that stands on solid ground in its vicinity.


Armor Class17 (natural armor)
Hit Points 12d10+60
Speed30ft.Burrow 30ft.
Strength20 (+5)
Dexterity8 (-1)
Constitution20 (+5)
Intelligence5 (- 3)
Wisdom10 (+0)
Charisma5 (- 3)
Damage VulnerabilitiesThunder
Damage ResistancesBludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesPoison
Condition ImmunitiesExhaustionParalyzedPetrified
PoisonedUnconscious
SensesDarkvision 60ftTremorsense 60ft.Passive Perception 10
LanguagesTerran
Challenge5 (1,800 XP)
Special 1Earth GlideThe elemental can burrow through nonmagical,unworked earth and stone.
While doing so, the elemental doesn'tdisturb the material it moves through
Special 2Siege MonsterThe elemental deals double damageto objects and structures
Action 1MultiattackThe elemental makes two slam attacks
Action 2SlamMelee Weapon Attack d20+8 to hit
Reach 10ft., one targetHit 2d8+5 bludgeoning damage

Fire Elemental

A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets. its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage.


Armor Class13
Hit Points 12d10+36
Speed50 ft.
Strength10 (+0)
Dexterity17 (+3)
Constitution6 (-2)
Intelligence10 (+0)
Wisdom10 (+0)
Charisma7 (-2)
Special 1Damage ResistancesBludgeoningPiercing
Slashing from nonmagical weapons
Damage ImmunitiesFirePoison
Condition ImmunitiesExhaustionGrappledParalyzed
PetrifiedPoisonedProneRestrained
Unconscious
SensesDarkvision 60ft.Passive Perception 10
Languageslgnan
Challenge5 (1,800 XP)
Special 1Fire FormThe elemental can move through a spaceas narrow as 1 inch wide without squeezing.
A creature that touches the elementalor hits it with a melee attack while within5 feet of it takes 1d10 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 1d10 fire damageand catches fire; until someone takes
an action to douse the fire,the creature takes 1d10 fire damageat the start of each of its turns
Special 2IlluminationThe elemental sheds bright light in a 30-foot radiusand dim light in an additional 30 feet
Special 3Water SusceptibilityFor every 5 feet the elemental moves in water,or for every gallon of water splashed
on it, it takes 1 cold damage
Action 1MultiattackThe elemental makes two touch attacks
Action 2TouchMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 2d6+3 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 1d10 fire damageat the start of each of its turns

Water Elemental

A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.


Armor Class14 (natural armor)
Hit Points 12d10+48
Speed30ft.Swim 90 ft.
Strength18 (+4)
Dexterity14 (+2)
Constitution18 (+4)
Intelligence5 (- 3)
Wisdom10 (+0)
Charisma8 (- 1)
Damage ResistancesAcidBludgeoningPiercing
Slashing from nonmagical weapons
Damage ImmunitiesPoison
Condition ImmunitiesExhaustionGrappledParalyzed
PetrifiedPoisonedProneRestrained
Unconscious
SensesDarkvision 60ft.Passive Perception 10
LanguagesAquan
Challenge5 (1 ,800 XP)
Special 1Water FormThe elemental can enter a hostile creature's spaceand stop there. It can move through
a space as narrow as 1 inch wide without squeezing
Special 2FreezeIf the elemental takes cold damage,it partially freezes; its speed is reduced by 20 feet
until the end of its next turn.
Action 1MultiattackThe elemental makes two slam attacks.
Action 2SlamMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d8+4 bludgeoning damage
Action 3Whelm (Recharge 4-6)Each creature in the elemental's space must makea DC 15 Strength saving throw.
On a failure, a target takes 2d8+4 bludgeoning damage.If it is Large or smaller, it is also grappled(escape DC 14).
Until this grapple ends, the target isrestrained and unable to breathe unlessit can breathe water. If the saving throwis successful, the target is pushed out
of the elemental's space. The elemental cangrapple one Large creature or up totwo Medium or smaller creatures at one time.At the start of each of the elemental's turns,
each target grappled by it takes 2d8+4 bludgeoning damage.A creature within 5 feet of the elemental can pulla creature or object out of it by taking anaction to make a DC 14 Strength and succeeding

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