Elemental
AX.C.13.07 - Elemental
Elementals are beings composed of or fundamentally tied to the primal forces of nature, fire, water, earth, air, and their combinations. Unlike material creatures, elementals exist as living embodiments of their element, possessing alien intelligence and motivations incomprehensible to mortals. They range from minor manifestations to legendary primordials capable of reshaping landscapes.
Overview
What Makes Elementals Unique
- Pure Elemental Composition: Bodies made entirely of their element
- Elemental Immunity: Cannot be harmed by their own element
- Alien Intelligence: Think in ways fundamentally different from mortals
- Summoned or Native: Called from elemental planes or spontaneous manifestation
- Environmental Impact: Presence alters surroundings
- Variable Form: Can shift shape within elemental nature
Using Elementals in Your Campaign
Elemental threats serve multiple roles:
- Summoned Guardians: Bound by spellcasters to protect or serve
- Natural Disasters: Spontaneous manifestations during extreme events
- Planar Incursions: Breaches from elemental planes
- Environmental Threats: Fire elementals in forests, water in deserts
- Ancient Powers: Primordials sleeping beneath the world
- Living Hazards: Elemental phenomena given consciousness
Elemental Categories
Pure Elementals: Single element embodiments
- Fire, Water, Earth, Air
- Each type has distinct behavior and tactics
- Operate on instinct more than intelligence
- Stat Block should be for a Standard Elemental
- Power Templates: Small, Large, Huge, Elder, Primordial
Genie Kind: Intelligent, cunning, often perceived as cruel
- Efreet (Fire), Marid (Water), Dao (Earth), Djinn (Air)
- Each has distinct behavior and tactics
- Operate on intelligence more than instinct
- Civilized with rulers, military, commerce, and settlements
- Power Variants: lesser, common, and noble
- Genie do not grant wishes
Quasi-Elementals: Border elements
- Radiance (Positive Energy)
- Shadow (Negative Energy)
- Similar power ranges to normal elementals, excluding Elder or Primordial
Primordials: Unique, ancient, massive elementals
- World-shaping power
- Sleeping titans of element
- Campaign-defining threats
Fire Elementals
Fire Elemental (Standard)
Living flame given form and malevolent intelligence.
Type: Elemental (Fire) Power Level: Standard Size: Medium
Attributes
- Body: 2D
- Speed: 3D
- Wit: 2D
Talents
- Strike: 3D
- Acrobatics: 3D
- Precision: 2D
- Notice: 2D
Combat Statistics
- Health: 32 (20 + Body 2 + Standard Modifier 10)
- Defense: 2 (1 + (Speed 3 + Armor 0) ÷ 3 = 2)
- Elemental Form: No physical armor; form shifts constantly
Saves
- Body Save: 2D (Body 2D)
- Speed Save: 6D (Speed 3D + Acrobatics 3D)
- Wit Save: 2D (Wit 2D)
Attacks
- Burning Touch: Body 2D + Strike 3D = 5D vs Defense; 3–4 fire damage typical
- Flame Jet: Speed 3D + Precision 2D = 5D vs Defense at Near range; 2–3 fire damage typical
- Ignite: Target struck by any attack makes a Speed Save (Threshold 3) or catches fire, taking 1 fire damage per Turn until extinguished with a Minor Action
Elemental Traits
- Fire Body: Made of living flame; sheds bright light to Near range, dim light to Far range
- Fire Immunity: Immune to all fire damage; fire damage instead restores Health equal to half the amount dealt
- Water Vulnerability: Water or cold damage deals +2 damage per hit; reduces Speed-based pools by 1D until end of next Turn
- Illumination: Cannot use Stealth while actively burning
- Heat Aura: All creatures within Close range take 1 fire damage at the start of the elemental's Turn
Special Abilities
- Spread Flames (Minor Action): Ignite all flammable objects within Close range. Does not affect creatures directly.
- Fire Form (Free Action): Squeeze through any opening at least one inch wide, leaving a burning trail behind; surfaces passed through remain ignited until extinguished.
- Elemental Resilience (Passive): Reduce non-magical physical damage (Slashing, Piercing, Bludgeoning) by 2 before applying to Health.
Tactics The fire elemental opens by igniting the environment using Spread Flames, creating chokepoints and denying safe ground. It then rushes the nearest target with Burning Touch, hoping to trigger Ignite. Against ranged combatants, it switches to Flame Jet. It moves freely through narrow spaces to attack from unexpected angles. It avoids water sources and retreats from sustained cold attacks only when reduced below half Health.
Lore & Ecology Fire elementals are summoned from the Elemental Plane of Fire or manifest spontaneously during massive conflagrations. They understand only burning and consumption, pursuing destruction until controlled, dismissed, or destroyed. Some wizards bind them as guardians, though they remain dangerous even to their summoners. Spontaneous manifestations on the Material Plane typically indicate a nearby planar breach.
Dismissal
- Dispel Magic (Threshold 3) returns a summoned elemental to its home plane
- Submerging the elemental fully in a large body of water extinguishes and destroys it
- When Health reaches 0, flames gutter out and the elemental dissipates
- Some concentrated holy water or ice magic can force immediate banishment
Treasure
- None carried
- May leave heat-forged gems in ashes (20% chance; 20–50 silver value)
- Summoning bindings or components if serving as a guardian
Efreet Lesser (Minion)
A foot soldier of the Elemental Plane of Fire, armed, armored, and contemptuous of mortals.
Type: Elemental (Fire), Genie Kind Power Level: Minion Size: Medium
Attributes
- Body: 2D
- Speed: 1D
- Wit: 1D
Talents
- Strike: 2D
- Notice: 1D
Combat Statistics
- Health: 27 (20 + Body 2 + Minion Modifier 5)
- Defense: 2 (1 + (Speed 1 + Armor 2) ÷ 3 = 2; brass-scale armor, Medium)
- Armor: Medium (brass scale, heat-treated)
Saves
- Body Save: 2D (Body 2D)
- Speed Save: 1D (Speed 1D)
- Wit Save: 1D (Wit 1D)
Attacks
- Scimitar: Body 2D + Strike 2D = 4D vs Defense; 2–3 slashing damage typical; fire damage type on a successful Ignite
- Ember Throw: Body 2D + Strike 2D = 4D vs Defense at Close range; 1–2 fire damage; target makes Speed Save (Threshold 2) or catches fire (1 fire damage per Turn, Minor Action to extinguish)
Elemental Traits
- Fire Immunity: Immune to fire damage
- Water Vulnerability: Water or cold damage deals +2 damage per hit
Special Abilities
- Military Formation (Passive): While within Close range of another Efreet, gains +1D on all Strike rolls.
Tactics Efreet lesser soldiers advance as a group, using Military Formation to shore up their modest attack pools. They target the most exposed party member and press melee relentlessly. They do not retreat unless their commanding officer orders it, Efreet culture punishes cowardice harshly.
Lore & Ecology Lesser Efreet are the laboring soldiers of the City of Brass, indentured conscripts, mercenary fighters, or low-status warriors working off debts to their noble superiors. They are disciplined but cruel, and enjoy demonstrating their power over beings weaker than themselves.
Treasure
- Brass-scale armor (salvageable, worth 15–25 silver)
- Curved scimitar (standard weapon value)
- 1D6 copper coins, Efreet minting
Efreet Common (Standard)
A capable officer or merchant-warrior of the Plane of Fire, carrying both blade and flame.
Type: Elemental (Fire), Genie Kind Power Level: Standard Size: Large
Attributes
- Body: 3D
- Speed: 2D
- Wit: 2D
Talents
- Strike: 3D
- Acrobatics: 2D
- Notice: 2D
- Lore: 1D
Combat Statistics
- Health: 33 (20 + Body 3 + Standard Modifier 10)
- Defense: 2 (1 + (Speed 2 + Armor 2) ÷ 3 = 2; brass-plate armor, Medium)
- Armor: Medium (brass plate)
Saves
- Body Save: 3D (Body 3D)
- Speed Save: 4D (Speed 2D + Acrobatics 2D)
- Wit Save: 2D (Wit 2D)
Attacks
- Flaming Scimitar: Body 3D + Strike 3D = 6D vs Defense; 3–5 damage (slashing + fire) typical; on 4+ successes, target makes Speed Save (Threshold 3) or catches fire
- Flame Bolt: Wit 2D + Lore 1D = 3D vs Defense at Near range; 1–2 fire damage; not a primary attack, used to ignite distant targets or cover retreat
Elemental Traits
- Fire Immunity: Immune to fire damage; fire damage restores Health equal to half the amount dealt
- Water Vulnerability: Water or cold damage deals +2 damage per hit; reduces Speed-based pools by 1D until end of next Turn
- Towering Presence: Efreet common stand 9–12 feet tall; counts as Large size for the purposes of grappling and forced movement
Special Abilities
- Burning Aura (Free Action, once per scene): Until the start of the Efreet's next Turn, creatures that strike it with melee attacks take 1 fire damage per hit.
- Flame Step (Minor Action): Move up to Close range through or over flames or burning surfaces without harm or movement penalty.
Tactics The Efreet common uses its size and reach to control space, keeping multiple enemies within threat range. It opens with Burning Aura before engaging in melee, punishing opponents who press it. It uses Flame Bolt to harry targets retreating to range rather than chasing them into poor positions. It calls for surrender early, Efreet prefer to take prisoners over corpses, as slaves are more valuable than trophies.
Lore & Ecology Common Efreet are officers, merchants, and minor nobles of the City of Brass. They possess the arrogance typical of their kind; they consider themselves natural rulers over lesser beings, including mortals, other elemental types, and lower-status Efreet. They deal in slaves, fire-forged goods, and information, and may be negotiated with if approached with sufficient shows of strength and wealth.
Treasure
- Brass-plate armor (heavy, fire-resistant; 80–120 silver)
- Enchanted scimitar (+1D to Strike rolls; 150–200 silver to the right buyer)
- Fire-forged gems (40–80 silver)
- Written contracts or bond-papers for indentured servants
Efreet Noble (Champion)
A sultan of flame, a commander of armies, master of fire, and lord of the City of Brass.
Type: Elemental (Fire), Genie Kind Power Level: Champion Size: Large
Attributes
- Body: 4D
- Speed: 3D
- Wit: 4D
Talents
- Strike: 4D
- Acrobatics: 2D
- Notice: 3D
- Lore: 3D
- Persuade: 3D
- Resolve: 2D
Combat Statistics
- Health: 49 (20 + Body 4 + Champion Modifier 25)
- Defense: 3 (1 + (Speed 3 + Armor 3) ÷ 3 = 3; enchanted brass-plate, Heavy)
- Armor: Heavy (enchanted brass-plate, fire-rune etched)
Saves
- Body Save: 4D (Body 4D)
- Speed Save: 5D (Speed 3D + Acrobatics 2D)
- Wit Save: 6D (Wit 4D + Resolve 2D)
Attacks
- Inferno Blade: Body 4D + Strike 4D = 8D vs Defense; 5–7 damage (slashing + fire) typical; on 5+ successes, target takes Moderate Fire Condition (−2D to Body pools, Body Save Threshold 3 to end on Long Rest)
- Wall of Fire (Primary Action): Create a burning wall up to Near range long within Far range. Any creature moving through or standing in the wall at Turn start makes Speed Save (Threshold 3) or takes 2 fire damage. Lasts until the Efreet dismisses it (Free Action) or is defeated.
- Subjugation Command (Primary Action, once per Long Rest): Wit 4D + Persuade 3D = 7D vs target's Wit Save. On success, target is Frightened of the Efreet and cannot act against it for 1 Turn. On 5+ successes, effect lasts until end of scene.
Elemental Traits
- Fire Immunity: Immune to fire damage; fire damage restores Health equal to half the amount dealt
- Water Vulnerability: Water or cold damage deals +2 damage per hit; reduces all pools by 2D for 1 Turn
- Noble Authority: All Efreet of lesser power within Far range act on the Noble's Initiative result rather than their own
Special Abilities
- Summon Efreet (Primary Action, once per Full Rest): Summon 1D6+1 Efreet Lesser or 1 Efreet Common. Summoned Efreet arrive at the end of the Noble's next Turn and act on its Initiative.
- Immolate (Reaction, once per scene): When reduced below half Health, erupt in a burst of fire. All creatures within Close range make Speed Save (Threshold 4) or take 3 fire damage and catch fire (1 fire damage per Turn, Minor Action to extinguish).
- Imperious Bearing (Passive): The Noble's presence counts as full cover for all allied Efreet within Close range against ranged attacks.
Tactics The Efreet Noble does not open combat personally; it arrives after its lesser soldiers have engaged, surveying the battlefield and issuing commands through Noble Authority. When it does enter the fray, it uses Wall of Fire to divide the party and Subjugation Command to neutralize the most dangerous-looking opponent. It reserves Summon Efreet until pressed below half Health, then triggers Immolate to punish those who drove it there. It negotiates from a position of assumed superiority and is genuinely surprised when mortals refuse to capitulate.
Lore & Ecology An Efreet Noble is a sultan, general, or grandmaster merchant, a being of centuries of accumulated power and absolute confidence in its own supremacy. It commands armies, holds slaves by the thousands, and regards the material plane as a resource to be exploited. Efreet Nobles almost always have an agenda beyond mere combat: they want something, a bound contract honored, a rival humiliated, a specific treasure recovered, a mortal champion broken into service.
Treasure
- Enchanted brass-plate armor (set piece; 400–600 silver)
- Inferno Blade (unique weapon; 500+ silver to the right buyer or destroys when Noble is slain)
- Fire-forged gem collection (200–400 silver)
- Slave bond-papers and contract scrolls (useful for political leverage)
- Rare alchemical fire-forging components (100–200 silver in bulk)
Water Elementals
Water Elemental (Standard)
Living water forming vaguely humanoid shapes, fluid, relentless, and patient.
Type: Elemental (Water) Power Level: Standard Size: Medium
Attributes
- Body: 3D
- Speed: 3D
- Wit: 1D
Talents
- Strike: 3D
- Athletics: 4D (Swim)
- Stealth: 3D (Underwater)
Combat Statistics
- Health: 33 (20 + Body 3 + Standard Modifier 10)
- Defense: 2 (1 + (Speed 3 + Armor 0) ÷ 3 = 2; liquid body)
- Elemental Form: No physical armor; liquid body
Saves
- Body Save: 3D (Body 3D)
- Speed Save: 3D (Speed 3D; no Acrobatics trained)
- Wit Save: 1D (Wit 1D)
Attacks
- Slam: Body 3D + Strike 3D = 6D vs Defense; 3–4 bludgeoning damage typical
- Drench (Primary Action): All creatures within Close range make Body Save (Threshold 3) or are drenched, extinguishes active flames on the target, and all fire-based attack pools are reduced by 1D for 2 Turns
- Whelm (Primary Action): Grapple attempt using Body 3D + Strike 3D = 6D. On success, target is submerged inside the elemental's body and begins drowning (see Drown below)
Elemental Traits
- Water Body: Made of living water; can flow through openings as small as one inch as a Free Action
- Water Immunity: Immune to water damage; water damage restores Health equal to half the amount dealt
- Fire Vulnerability: Fire damage deals +2 damage per hit; heavy fire damage (4+ in a single hit) halves the elemental's Speed-based pools for 1 Turn
- Cold Vulnerability: Cold damage halves the elemental's movement for 1 Turn (movement reduced from Near to Close range per Turn)
- Aquatic Superiority: Full-speed aquatic movement (Near range per Turn in water); breathes water; all pools gain Advantage while fully submerged
Special Abilities
- Drown (Passive): A creature Whelmed by the elemental must make a Body Save (Threshold 3) at the start of each of its Turns or lose 1D6 Health from suffocation. A successful Save still leaves the creature Restrained inside the elemental until it escapes (Body + Athletics or Speed + Acrobatics vs Threshold 4).
- Water Form (Free Action): Squeeze through any opening at least one inch wide.
- Splash (Reaction, triggers when Health reaches 0): The elemental explosively dissipates. All creatures within Near range make Speed Save (Threshold 3) or are knocked Prone and Drenched.
Tactics The water elemental flows around obstacles, attacking from unexpected angles. It opens with Drench to neutralize fire-based threats, then uses Whelm to isolate and suffocate the most vulnerable target. In water, it is nearly impossible to catch, preferring hit-and-run harassment. It avoids fire and retreats toward water sources when below half Health.
Lore & Ecology Water elementals form from the Elemental Plane of Water or manifest near large bodies of water during floods or storms. Unlike fire elementals, they are patient, flowing around problems rather than forcing through them. Used as guardians for underwater treasures or assistants for water-based rituals, some remain permanently bound to bodies of water and cannot travel far from their source.
Dismissal
- Dispel Magic (Threshold 3)
- Sustained fire damage sufficient to evaporate the form (at GM discretion)
- When Health reaches 0, splashes and dissipates
- Draining or destroying the source body of water if the elemental is bound to a location
Treasure
- None typically
- Pearls or aquatic gems (20% chance; 30–80 silver)
- Items from drowned victims carried in the elemental's body (if present)
Marid Lesser (Minion)
A minor servant of the Elemental Plane of Water, quick, slippery, and proud beyond its station.
Type: Elemental (Water), Genie Kind Power Level: Minion Size: Medium
Attributes
- Body: 1D
- Speed: 2D
- Wit: 1D
Talents
- Strike: 2D
- Athletics: 1D (Swim)
Combat Statistics
- Health: 26 (20 + Body 1 + Minion Modifier 5)
- Defense: 1 (1 + (Speed 2 + Armor 0) ÷ 3 = 1; no armor, fluid form)
- Elemental Form: Fluid body
Saves
- Body Save: 1D (Body 1D)
- Speed Save: 2D (Speed 2D)
- Wit Save: 1D (Wit 1D)
Attacks
- Water Lash: Speed 2D + Strike 2D = 4D vs Defense; 1–2 bludgeoning damage typical
- Splash Burst: Speed 2D + Strike 2D = 4D vs Defense at Close range; 1 water damage; if target is using fire-based attacks or on fire, those effects are immediately extinguished
Elemental Traits
- Water Immunity: Immune to water damage
- Fire Vulnerability: Fire damage deals +2 damage per hit
Special Abilities
- Slippery Form (Passive): Advantage on all saves to escape Grapples or the Restrained condition.
Tactics Marid lesser act in groups, darting in with Water Lash and withdrawing before reprisals. They prioritize disrupting fire-users with Splash Burst, then let stronger allies press the advantage. They flee without shame when bloodied, the Marid consider survival a form of wisdom, not cowardice.
Lore & Ecology Marid lesser are minor servants, scouts, or low-born members of Marid society. They are haughty even in their weakness, and deeply resent being commanded by non-Marid. They are often bound as water-carriers, scouts, or spies, and they remember every slight.
Treasure
- Small pearls or polished river stones (10–20 silver)
- A favored trinket, usually something shiny and aquatic
Marid Common (Standard)
An aristocrat of the Plane of Water, dramatic, proud, and capable of reshaping the battlefield with fluid power.
Type: Elemental (Water), Genie Kind Power Level: Standard Size: Large
Attributes
- Body: 2D
- Speed: 3D
- Wit: 2D
Talents
- Strike: 2D
- Athletics: 3D (Swim)
- Notice: 2D
- Persuade: 1D
Combat Statistics
- Health: 32 (20 + Body 2 + Standard Modifier 10)
- Defense: 2 (1 + (Speed 3 + Armor 1) ÷ 3 = 2; natural water-shell, Light)
- Elemental Form: Condensed water-shell armor equivalent
Saves
- Body Save: 2D (Body 2D)
- Speed Save: 3D (Speed 3D)
- Wit Save: 2D (Wit 2D)
Attacks
- Water Whip: Speed 3D + Strike 2D = 5D vs Defense; 2–4 bludgeoning damage typical; on 3+ successes, target makes Speed Save (Threshold 3) or is knocked Prone
- Torrent (Primary Action): Wit 2D + Persuade 1D = 3D, sets Threshold 3 for a Speed Save. All creatures within Near range make this Save or are pushed to Far range and knocked Prone.
Elemental Traits
- Water Immunity: Immune to water damage; water damage restores Health equal to half the amount dealt
- Fire Vulnerability: Fire damage deals +2 damage per hit
- Cold Vulnerability: Cold damage halves movement for 1 Turn
- Aquatic Superiority: Full-speed aquatic movement; breathes water; Advantage on all pools while fully submerged
Special Abilities
- Water Form (Free Action): Squeeze through any opening at least one inch wide.
- Drenching Presence (Free Action, once per scene): All creatures within Close range make Body Save (Threshold 2) or are Drenched, fire-based attack pools reduced by 1D for 2 Turns.
Tactics The Marid common uses Torrent to scatter the party and then Water Whips individual targets into Prone positions, exploiting Advantage. It moves fluidly around the battlefield, using water sources when available. It prefers to talk, Marid love negotiation, even mid-combat, and may pause the fight to make a proposal if things are going poorly.
Lore & Ecology Common Marid are nobles, scholars, and storytellers of breathtaking vanity. They collect beautiful things, including beautiful mortals, and consider themselves the most sophisticated beings in existence. They will negotiate, dramatically, at length, but their terms always favor themselves. A Marid's word is binding, but they are virtuosos of the technically-true.
Treasure
- Aquamarine and pearl collection (60–100 silver)
- Intricate carved coral art (40–70 silver)
- An elaborate written autobiography (worthless monetarily, highly entertaining)
Marid Noble (Champion)
A padishah of the endless sea, a being of vast power, oceanic patience, and crushing authority.
Type: Elemental (Water), Genie Kind Power Level: Champion Size: Large
Attributes
- Body: 3D
- Speed: 4D
- Wit: 4D
Talents
- Strike: 3D
- Athletics: 4D (Swim)
- Notice: 3D
- Persuade: 3D
- Attunement: 2D
- Resolve: 2D
Combat Statistics
- Health: 48 (20 + Body 3 + Champion Modifier 25)
- Defense: 3 (1 + (Speed 4 + Armor 2) ÷ 3 = 3; condensed water-plate, Medium equivalent)
- Elemental Form: Compressed water-shell with Medium armor equivalent
Saves
- Body Save: 3D (Body 3D)
- Speed Save: 4D (Speed 4D)
- Wit Save: 6D (Wit 4D + Resolve 2D)
Attacks
- Crushing Wave: Body 3D + Strike 3D = 6D vs Defense; 4–6 bludgeoning damage typical; on 4+ successes, target makes Body Save (Threshold 3) or gains Moderate Body Condition (−2D Body pools)
- Maelstrom (Primary Action, once per Long Rest): Create a swirling vortex of water centered on self at Near radius. All creatures within the area make Speed Save (Threshold 4) or are pulled to Close range, knocked Prone, and Restrained (escape: Body + Athletics vs Threshold 4). Lasts 1 Turn.
- Voice of the Deep (Primary Action): Wit 4D + Persuade 3D = 7D opposed by target's Wit Save. On success, the target's actions are impaired by oceanic pressure; they act at Disadvantage on all rolls for 1 Turn. On 5+ successes, the effect lasts 2 Turns.
Elemental Traits
- Water Immunity: Immune to water damage; water damage restores Health equal to half the amount dealt
- Fire Vulnerability: Water or cold damage deals +2 damage per hit
- Aquatic Superiority: Full-speed aquatic movement; breathes water; Advantage on all pools while fully submerged
- Noble Authority: All Marid of lesser power within Far range act on the Noble's Initiative result
Special Abilities
- Summon Marid (Primary Action, once per Full Rest): Summon 1D6+1 Marid Lesser or 1 Marid Common. Summoned Marid arrive at end of the Noble's next Turn.
- Tidal Surge (Reaction, once per scene): When struck for 4+ damage, immediately move up to Near range and push the attacker up to Near range away (Speed Save Threshold 4 to resist).
- Ocean's Memory (Passive): The Noble cannot be surprised. It senses the presence of all creatures within Far range through subtle water pressure changes.
Tactics The Marid Noble rarely engages until it has a complete picture of the battlefield, Ocean's Memory means it always knows exactly where every combatant is. It opens with Voice of the Deep on the most dangerous opponent, then Maelstrom to create chaos. Crushing Wave punishes those who close with it. It uses Tidal Surge to avoid being cornered. At any point, it may pause and offer a formal negotiation, Marid Nobles regard combat as beneath them and will always prefer a deal.
Lore & Ecology Marid Nobles are ancient, unhurried, and absolutely certain of their own cultural superiority. They reign over vast underwater palaces, maintain fleets of aquatic servants, and collect treasures from every civilization that has ever existed. They have likely negotiated with dragons, bargained with gods, and outlasted six or seven mortal empires. A Marid Noble's interest in the party is almost certainly strategic; it wants something, and it has millennia of patience.
Treasure
- Gem collection spanning centuries (300–600 silver)
- Collected art, scrolls, and cultural artifacts from sunken civilizations (significant scholarly value)
- Noble seal and bond-documents granting authority over lesser Marid
- Rare alchemical components from deep-sea sources (100–200 silver)
Earth Elementals
Earth Elemental (Standard)
A slow-moving mass of stone and soil given terrible, grinding purpose.
Type: Elemental (Earth) Power Level: Standard Size: Large
Attributes
- Body: 4D
- Speed: 1D
- Wit: 2D
Talents
- Strike: 3D
- Athletics: 2D (Burrow)
- Notice: 2D (Tremorsense)
Combat Statistics
- Health: 34 (20 + Body 4 + Standard Modifier 10)
- Defense: 2 (1 + (Speed 1 + Armor 3) ÷ 3 = 2; stone body equivalent to Heavy natural armor)
- Elemental Form: Living stone, natural Heavy armor equivalent
Saves
- Body Save: 4D (Body 4D)
- Speed Save: 1D (Speed 1D)
- Wit Save: 2D (Wit 2D)
Attacks
- Slam: Body 4D + Strike 3D = 7D vs Defense; 4–6 bludgeoning damage typical; on 4+ successes, target makes Body Save (Threshold 3) or is knocked Prone
- Tremor (Primary Action): Slam the ground. All creatures within Close range make Speed Save (Threshold 3) or are knocked Prone and cannot stand until end of their next Turn
- Stone Grip (Primary Action): Grapple attempt using Body 4D + Strike 3D = 7D; the elemental's grip encases the target's limbs partially in stone, escape requires Body + Athletics vs Threshold 5
Elemental Traits
- Earth Body: Composed of stone and soil; heavy natural armor (equivalent to Heavy, +3)
- Earth Immunity: Immune to Bludgeoning damage from natural, physical sources; reduce all other physical damage by 2 before applying to Health
- Lightning Vulnerability: Lightning damage ignores the elemental's damage reduction and deals +2 damage per hit
- Acid Vulnerability: Acid damage corrodes stone form, reduces the elemental's natural armor by 1 permanently per hit dealing 3+ acid damage (minimum 0)
- Tremorsense (Passive): Detects all creatures in contact with the ground within Near range. Cannot be surprised by grounded creatures
- Slow: Maximum movement is Close range per Turn, even when Dashing
Special Abilities
- Burrowing (Minor Action): Enter or exit the earth, moving through solid stone or soil at Close range per Turn. Cannot burrow through worked metal.
- Earth Fold (Primary Action, once per scene): While burrowed, erupt beneath a target at melee range. Make a Slam attack with Advantage.
- Elemental Resilience (Passive): Reduce all non-Lightning, non-Acid damage by 2 before applying to Health.
Tactics The earth elemental is a battlefield anchor; it does not chase, but nothing escapes it that it has chosen to hold. It opens with Tremor to knock enemies Prone (exploiting Advantage on Slam follow-ups), then Stone Grips isolated targets. Burrowing allows ambush attacks and repositioning; it often Earth Folds to catch opponents who think they've flanked it. It ignores anything at range and simply advances on foot until it can hit.
Lore & Ecology Earth elementals form within deep stone during seismic events or are summoned from the Elemental Plane of Earth. They think in geological time and communicate, when at all, in deep grinding tones. They are not malicious; they are simply inexorable. Summoners prize them as fortress guardians, and they are notoriously difficult to destroy. Some ancient elementals have been contained rather than dismissed, sleeping in stone for centuries.
Dismissal
- Dispel Magic (Threshold 3)
- Sustained acid or lightning damage can shatter the form
- When Health reaches 0, crumbles into rubble
- Some rituals involving opposing elemental energy (water) can force dormancy
Treasure
- Gem veins and ore fragments embedded in form (30–80 silver; requires mining or magic to extract)
- Ancient buried items absorbed over centuries (roll 1D6: 1–2 nothing, 3–4 old coin hoard worth 20–40 silver, 5–6 small buried artifact)
Dao Lesser (Minion)
A grunt laborer of the Plane of Earth, stout, strong, and deeply resentful.
Type: Elemental (Earth), Genie Kind Power Level: Minion Size: Medium
Attributes
- Body: 2D
- Speed: 1D
- Wit: 1D
Talents
- Strike: 2D
- Athletics: 1D (Burrow)
Combat Statistics
- Health: 27 (20 + Body 2 + Minion Modifier 5)
- Defense: 2 (1 + (Speed 1 + Armor 2) ÷ 3 = 2; stone-plate armor, Medium)
- Armor: Medium (stone-plate, gem-studded)
Saves
- Body Save: 2D (Body 2D)
- Speed Save: 1D (Speed 1D)
- Wit Save: 1D (Wit 1D)
Attacks
- Pick Strike: Body 2D + Strike 2D = 4D vs Defense; 2–3 piercing damage typical; ignores 1 point of armor bonus to Defense (minimum 0)
- Stone Throw: Body 2D + Strike 2D = 4D vs Defense at Close range; 1–2 bludgeoning damage; target makes Speed Save (Threshold 2) or is knocked Prone
Elemental Traits
- Earth Immunity: Reduce all physical bludgeoning damage by 1 before applying to Health
- Lightning Vulnerability: Lightning damage deals +2 damage per hit
- Tremorsense (Passive): Detects grounded creatures within Close range
Special Abilities
- Dig Out (Minor Action): Burrow into or out of earth at touch range; cannot burrow through worked stone in this form.
Tactics Dao lesser prefer ambushes; they burrow beneath a target, use Dig Out to surface adjacent to it, and immediately Strike. They target lightly armored characters who are already Prone or isolated. They fight until bloodied, then retreat underground rather than die needlessly.
Lore & Ecology Dao lesser are the indentured laborers and low-born miners of the Plane of Earth, conscripted to extract gems and precious metals for their noble masters. They are masters of grudge-holding and do exactly what they are told, no more. When freed from service, they typically pursue wealth obsessively, collecting gemstones with the intensity of the very masters who enslaved them.
Treasure
- Stone-plate armor (salvageable; 20–30 silver)
- Mining pick (functional as a weapon)
- Small gem fragments (5–15 silver)
Dao Common (Standard)
A khan's officer or master gem-cutter, powerful, acquisitive, and accustomed to commanding labor.
Type: Elemental (Earth), Genie Kind Power Level: Standard Size: Large
Attributes
- Body: 4D
- Speed: 1D
- Wit: 2D
Talents
- Strike: 3D
- Athletics: 2D (Burrow)
- Notice: 2D (Tremorsense)
- Lore: 1D (Minerals and Gems)
Combat Statistics
- Health: 34 (20 + Body 4 + Standard Modifier 10)
- Defense: 2 (1 + (Speed 1 + Armor 3) ÷ 3 = 2; stone-plate armor, Heavy)
- Armor: Heavy (layered stone-plate)
Saves
- Body Save: 4D (Body 4D)
- Speed Save: 1D (Speed 1D)
- Wit Save: 2D (Wit 2D)
Attacks
- War Pick: Body 4D + Strike 3D = 7D vs Defense; 4–6 piercing damage typical; ignores 1 point of armor bonus to Defense
- Stone Surge (Primary Action): Raise a jagged ridge of stone at Near range targeting up to two creatures in a line. Each makes Speed Save (Threshold 3) or takes 2 bludgeoning damage and is knocked Prone
Elemental Traits
- Earth Immunity: Reduce all physical bludgeoning damage by 2 before applying to Health
- Lightning Vulnerability: Lightning damage ignores damage reduction and deals +2 per hit
- Acid Vulnerability: Acid damage reduces natural armor by 1 per hit dealing 3+ damage
- Tremorsense (Passive): Detects all grounded creatures within Near range; cannot be surprised by grounded creatures
- Slow: Maximum movement is Close range per Turn, even when Dashing
Special Abilities
- Burrowing (Minor Action): Move through earth or unworked stone at Close range per Turn.
- Entomb (Primary Action, once per scene): Attempt to encases a Prone target in stone, Body 4D + Strike 3D = 7D vs target's Body Save. On success, target is Restrained inside stone; escape requires 5+ successes on Body + Athletics (Threshold 5), or allies dealing 8+ damage to the stone enclosure (Defense 2, 20 Health).
Tactics The Dao common is a slow-moving juggernaut. It burrows to flanking positions, surfaces with Stone Surge to topple clustered enemies, and then hammers the Prone with Advantage. Entomb is reserved for the most dangerous enemy, a spellcaster or heavily armed combatant whose removal from the fight is worth a slow action. It fights with businesslike efficiency; it will offer to sell its prisoners rather than kill them if circumstances allow.
Lore & Ecology Common Dao are mine overseers, caravan commanders, and khan's officers. They are blunt, transactional, and obsessed with fair value, but their definition of fair value always seems to benefit them. They deal heavily in slaves, as the Dao economy runs on labor, and they have few moral objections to forced service. A Dao common respects strength and hates waste.
Treasure
- Heavy stone-plate armor (salvageable; 100–150 silver)
- War pick (quality weapon; 60–90 silver)
- Gem and mineral collection (80–150 silver)
- Slave bond-papers or labor contracts
- Dao coin minting (unusual alloy; 30–60 silver in bulk)
Dao Noble (Champion)
A khan of the deep earth, vast, immovable, and patient as geological time.
Type: Elemental (Earth), Genie Kind Power Level: Champion Size: Large
Attributes
- Body: 5D
- Speed: 3D
- Wit: 3D
Talents
- Strike: 4D
- Athletics: 3D (Burrow)
- Notice: 2D (Tremorsense)
- Lore: 3D (Minerals, History)
- Persuade: 2D
- Resolve: 2D
Combat Statistics
- Health: 50 (20 + Body 5 + Champion Modifier 25)
- Defense: 3 (1 + (Speed 3 + Armor 3) ÷ 3 = 3; enchanted stone-plate, Heavy)
- Armor: Heavy (enchanted layered stone-plate, gem-inlaid)
Saves
- Body Save: 5D (Body 5D)
- Speed Save: 3D (Speed 3D)
- Wit Save: 5D (Wit 3D + Resolve 2D)
Attacks
- Earthbreaker (Signature Weapon): Body 5D + Strike 4D = 9D vs Defense; 5–8 bludgeoning damage typical; on 5+ successes, target makes Body Save (Threshold 4) or gains Major Body Condition (−3D Body pools, Body Save Threshold 4 to end on Long Rest)
- Earthquake (Primary Action, once per Long Rest): The ground in a Near radius heaves violently. All grounded creatures make Speed Save (Threshold 4) or are knocked Prone and Stunned for 1 Turn. Structures and walls in the area take 3D6 structural damage (GM discretion on collapse).
- Stone Prison (Primary Action, once per scene): Wit 3D + Lore 3D = 6D, Threshold 3. Raise a dome of stone over a target within Near range. The prison has Defense 2 and 25 Health. The target cannot act offensively while imprisoned; allies must break the stone to free them.
Elemental Traits
- Earth Immunity: Reduce all physical bludgeoning damage by 3 before applying to Health
- Lightning Vulnerability: Lightning damage ignores all damage reduction and deals +2 per hit
- Tremorsense (Passive): Detects all grounded creatures within Far range
- Noble Authority: All Dao of lesser power within Far range act on the Noble's Initiative result
- Slow: Maximum movement is Near range per Turn, even when Dashing (this is an improvement over lesser Dao due to the Noble's reinforced stone-form)
Special Abilities
- Summon Dao (Primary Action, once per Full Rest): Summon 1D6+1 Dao Lesser or 1 Dao Common. Summoned Dao arrive at end of the Noble's next Turn.
- Living Stone (Passive): The Noble may merge with or emerge from any natural stone surface as a Minor Action, becoming effectively invisible until it moves. While merged, it retains Tremorsense.
- Inexorable (Passive): Immune to the Prone condition. Forced movement effects require 5+ successes to move the Noble.
Tactics The Dao Noble rarely moves quickly, but it doesn't need to, Living Stone means it is always exactly where it wants to be. It opens with Earthquake to topple the party, follows with Stone Prison on the most mobile or dangerous character, and then lets lesser Dao and its own Earthbreaker grind down the rest. It fights with the patience of geology and the acquisitive instincts of a mine owner; given the option, it evaluates every enemy as a potential asset.
Lore & Ecology A Dao Noble is a khan, the ruler of a vast subterranean domain filled with mines, slaves, workshops, and lesser Dao beholden to its will. It has lived for centuries beneath the earth, accumulating gems, secrets, and leverage. It considers surface-dwellers ephemeral nuisances and underground races potential property. A Dao Noble's goals are always material: it wants something tangible, specific, and valuable.
Treasure
- Enchanted stone-plate armor (set piece; 500–700 silver; uncommon to find a buyer)
- Earthbreaker (unique weapon; 600+ silver or usable by high-Body characters)
- Legendary gem collection (400–800 silver; museum quality)
- Slave labor force documentation (political and economic leverage)
- Maps of subterranean passages and resource deposits (priceless to the right parties)
Air Elementals
Air Elemental (Standard)
A shrieking vortex of wind given will and form, quick, invisible until it strikes, and impossible to hold.
Type: Elemental (Air) Power Level: Standard Size: Large
Attributes
- Body: 1D
- Speed: 4D
- Wit: 2D
Talents
- Strike: 2D
- Acrobatics: 3D
- Notice: 2D (Sound-based)
Combat Statistics
- Health: 31 (20 + Body 1 + Standard Modifier 10)
- Defense: 2 (1 + (Speed 4 + Armor 0) ÷ 3 = 2; no physical armor, evasion only)
- Elemental Form: No physical armor; pure air
Saves
- Body Save: 1D (Body 1D)
- Speed Save: 7D (Speed 4D + Acrobatics 3D)
- Wit Save: 2D (Wit 2D)
Attacks
- Slam (Wind Strike): Speed 4D + Strike 2D = 6D vs Defense; 2–3 bludgeoning damage typical; on 3+ successes, target makes Body Save (Threshold 3) or is knocked Prone
- Cyclone Burst (Primary Action): Speed 4D + Acrobatics 3D = 7D, Threshold 3. All creatures within Close range make Speed Save (Threshold 3) or are pushed to Near range and knocked Prone. The elemental may move up to Close range as part of this action.
Elemental Traits
- Air Body: Composed entirely of moving air; immune to all physical damage from conventional weapons that are not magical or significantly enchanted. Reduce all non-magical physical damage to 0.
- Air Immunity: Immune to air and wind effects; lightning damage deals normal damage (charge builds in the form)
- Earth Vulnerability: The elemental cannot move through solid earth or stone; it is Restrained by earthen walls or enclosures. Effects that create or shape earth (Stone Surge, Entomb) are particularly effective, and earth-based forced movement deals +2 damage
- Vacuous: Cannot be heard moving unless it chooses to (wind sound is constant regardless of intent)
- Flight (Passive): Flies at Near range per Turn at will; ignores ground-based difficult terrain and effects
Special Abilities
- Invisible in Wind (Free Action): In outdoor environments or areas with significant air movement, the elemental is effectively invisible to sight-based Notice checks. It is always visible in still, enclosed spaces.
- Windwall (Primary Action, once per scene): Create a barrier of screaming wind up to Near range long within Far range. Ranged projectiles and thrown weapons cannot pass through it. Creatures can push through with a Body Save (Threshold 3) as a Primary Action.
- Elemental Resilience (Passive): Immune to all non-magical physical damage (see Air Body).
Tactics The air elemental is a disruptor. It opens with Cyclone Burst to scatter the party, exploiting its Flight to position optimally before attacking. It uses Invisible in Wind when fighting outdoors to become nearly impossible to target. Windwall cuts the party in half. Its main weakness is enclosure; it fights much less effectively indoors. Against fire elementals, it feeds their flames but doesn't care; it simply moves to where it cannot be countered.
Lore & Ecology Air elementals form during great storms or are summoned from the Elemental Plane of Air. They are the most alien of the pure elementals; they have no concept of fixed location, goal, or relationship. They simply are where the wind is. Summoners find them frustrating to command, as any instruction requiring sustained attention tends to be forgotten when something interesting happens. Native air elementals on the Material Plane tend toward chaos wherever they appear.
Dismissal
- Dispel Magic (Threshold 3)
- Trapping in an airtight enclosed space (Restrained indefinitely until dismissed or released)
- When Health reaches 0, dissipates as a final shriek of wind
- Rituals involving earth and salt can seal an air elemental into a container
Treasure
- Nothing, air elementals carry nothing and own nothing
- Occasionally scatter dropped items across the area (30% chance of finding something lost by a previous victim; value variable)
Djinn Lesser (Minion)
A swift messenger or scout of the Plane of Air, fleet-footed, easily bored, and constitutionally incapable of staying still.
Type: Elemental (Air), Genie Kind Power Level: Minion Size: Medium
Attributes
- Body: 1D
- Speed: 2D
- Wit: 1D
Talents
- Strike: 2D
- Acrobatics: 2D
- Notice: 1D
Combat Statistics
- Health: 26 (20 + Body 1 + Minion Modifier 5)
- Defense: 1 (1 + (Speed 2 + Armor 0) ÷ 3 = 1; no armor, wind form)
- Elemental Form: Shifting air form
Saves
- Body Save: 1D (Body 1D)
- Speed Save: 4D (Speed 2D + Acrobatics 2D)
- Wit Save: 1D (Wit 1D)
Attacks
- Wind Lash: Speed 2D + Strike 2D = 4D vs Defense; 1–2 bludgeoning damage typical
- Gust: Speed 2D + Acrobatics 2D = 4D, Threshold 2. Push target within Close range to Near range and knock them Prone (Speed Save Threshold 2 to resist).
Elemental Traits
- Air Immunity: Immune to wind effects
- Earth Vulnerability: Restrained in enclosed earthen spaces
- Flight (Passive): Flies at Near range per Turn
Special Abilities
- Swift Retreat (Reaction): When struck for any damage, immediately move up to Close range in any direction. This movement does not provoke Opportunity Attacks.
Tactics Djinn lesser dart in with Wind Lash or Gust, then immediately retreat using Swift Retreat. They are not brave; they prioritize survival and freedom. If the fight goes badly, they scatter to the winds without ceremony.
Lore & Ecology Djinn lesser are scouts, messengers, and minor couriers of the City of Brass's air-trade networks. They are constitutionally opposed to remaining in one place and deeply suspicious of anything that restricts their movement. They can be bribed with promises of freedom and speed.
Treasure
- Scattered feathers, light fabrics, or wind-polished coins (5–15 silver)
- Sometimes carry sealed messages between Djinn noble courts
Djinn Common (Standard)
A wandering noble of the skies, capricious, powerful, and desperately in love with freedom.
Type: Elemental (Air), Genie Kind Power Level: Standard Size: Large
Attributes
- Body: 1D
- Speed: 4D
- Wit: 2D
Talents
- Strike: 2D
- Acrobatics: 3D
- Notice: 3D
- Persuade: 2D
Combat Statistics
- Health: 31 (20 + Body 1 + Standard Modifier 10)
- Defense: 2 (1 + (Speed 4 + Armor 0) ÷ 3 = 2; no armor, evasion-focused)
- Elemental Form: Shifting winds and cloud-form
Saves
- Body Save: 1D (Body 1D)
- Speed Save: 7D (Speed 4D + Acrobatics 3D)
- Wit Save: 2D (Wit 2D)
Attacks
- Lightning Bolt: Speed 4D + Strike 2D = 6D vs Defense at Near range; 2–4 lightning damage typical; on 4+ successes, target makes Body Save (Threshold 3) or is Stunned for 1 Turn
- Gale Force (Primary Action): Speed 4D + Acrobatics 3D = 7D, Threshold 3. All creatures within Close range make Speed Save (Threshold 3) or are pushed to Far range and knocked Prone. The Djinn moves up to Near range as part of this action.
Elemental Traits
- Air Immunity: Immune to wind and air effects
- Earth Vulnerability: Restrained by solid earthen enclosures; earth-based effects deal +2 damage
- Flight (Passive): Flies at Near range per Turn
- Storm Body: Immune to lightning damage; lightning damage instead adds +1D to the Djinn's next attack roll (maximum +3D)
Special Abilities
- Invisible in Wind (Free Action): Effectively invisible in outdoor or wind-affected spaces; sight-based Notice checks cannot locate the Djinn.
- Whirlwind Form (Primary Action, once per scene): Transform into a miniature cyclone until the start of next Turn. While in Whirlwind Form, gain Advantage on all Acrobatics checks, deal 1 bludgeoning damage to any creature that strikes the Djinn in melee, and move up to Far range.
Tactics The Djinn common stays mobile above the battlefield, using Lightning Bolt at range and repositioning constantly. It uses Gale Force to break up coordinated attacks and Whirlwind Form when pressed. It is genuinely uninterested in killing; it prefers to scatter, embarrass, and escape. If the party is clearly stronger, it proposes a bargain rather than fighting to the death.
Lore & Ecology Common Djinn are nomadic nobles, storytellers, and master artisans of wind and sky. They travel constantly between elemental planes and the material world, conducting trade and collecting experiences. They value freedom above all else and experience physical confinement as genuine torture. A Djinn common is negotiable; it will deal, bargain, and trade, and its word is good, though its attention span for long obligations is limited.
Treasure
- Wind-sculpted art objects (delicate; 50–80 silver to the right collector)
- Collected feathers, rare textiles, and spun-air fabrics (40–70 silver)
- Sky-charts and planar maps (priceless for planar travel; variable monetary value)
Djinn Noble (Champion)
A caliph of the endless sky, magnificent, impossibly fast, and wielding storms as casually as breath.
Type: Elemental (Air), Genie Kind Power Level: Champion Size: Large
Attributes
- Body: 2D
- Speed: 5D
- Wit: 4D
Talents
- Strike: 3D
- Acrobatics: 4D
- Notice: 3D
- Persuade: 4D
- Attunement: 2D
- Resolve: 2D
Combat Statistics
- Health: 47 (20 + Body 2 + Champion Modifier 25)
- Defense: 3 (1 + (Speed 5 + Armor 1) ÷ 3 = 3; light storm-glass plate, Light)
- Armor: Light (storm-glass, wind-forged)
Saves
- Body Save: 2D (Body 2D)
- Speed Save: 9D (Speed 5D + Acrobatics 4D)
- Wit Save: 6D (Wit 4D + Resolve 2D)
Attacks
- Storm Strike: Speed 5D + Strike 3D = 8D vs Defense; 4–6 lightning damage typical; on 5+ successes, target makes Body Save (Threshold 4) or is knocked Prone and Stunned for 1 Turn
- Tempest Call (Primary Action, once per Long Rest): Call down a concentrated storm on a Near-radius area within Far range. All creatures in the area make Speed Save (Threshold 4) or take 3 lightning damage, are pushed to the edge of the area, and are knocked Prone. The storm persists for 2 Turns.
- Voice on the Wind (Primary Action): Wit 4D + Persuade 4D = 8D opposed by target's Wit Save. On success, the Djinn Noble invokes compulsion, the target must use its next Primary Action as the Noble directs (it cannot be ordered to harm allies directly). On 5+ successes, the effect lasts 2 Turns.
Elemental Traits
- Air Immunity: Immune to wind and air effects
- Earth Vulnerability: Restrained by solid earthen enclosures; earth-based effects deal +2 damage
- Storm Body: Immune to lightning damage; accumulated lightning charge grants +1D per hit absorbed to the next attack roll (maximum +4D, resets after use)
- Flight (Passive): Flies at Far range per Turn
- Noble Authority: All Djinn of lesser power within Far range act on the Noble's Initiative result
Special Abilities
- Summon Djinn (Primary Action, once per Full Rest): Summon 1D6+1 Djinn Lesser or 1 Djinn Common. Summoned Djinn arrive at end of the Noble's next Turn.
- Freedom's Escape (Reaction, once per scene): When targeted by any restraining or movement-limiting effect, immediately negate it and teleport to any visible location within Far range.
- Sky's Eye (Passive): Cannot be surprised outdoors or in any environment with open air above. Detects all creatures within Far range through air pressure awareness.
Tactics The Djinn Noble fights from altitude whenever possible, absorbing lightning with Storm Body to power devastating Storm Strikes. It uses Voice on the Wind to turn a party member against their allies, then Tempest Call to scatter those who survive. Freedom's Escape ensures it can never be cornered. It will, without shame, negotiate at literally any point in combat; it considers fighting to the death the behavior of beings who lack imagination.
Lore & Ecology A Djinn Noble is a caliph, a ruler of vast skyward palaces, fleets of cloud-ships, and courts that drift between planes on seasonal winds. They are the most openly friendly of the genie nobles and the most dangerous to deal with, because their promises of freedom to others rarely include any understanding that mortals might have different priorities. A Djinn Noble's goals are experiential: it wants to see something new, acquire something beautiful, or resolve something interesting.
Treasure
- Storm-glass plate (fragile but valuable; 300–500 silver)
- Sky-chart collection spanning multiple planes (priceless for planar navigation)
- Wind-instruments of extraordinary quality (100–200 silver to musicians or mages)
- Noble seal granting passage through Djinn skyports
- Bottled storms (unique; 1D3 on hand; each releases a localized Gale Force effect)
Quasi-Elementals
Radiant Elemental (Standard)
A being of pure positive energy, healing light given will, burning and blinding to those it opposes.
Type: Quasi-Elemental (Radiance) Power Level: Standard Size: Medium
Attributes
- Body: 2D
- Speed: 3D
- Wit: 2D
Talents
- Strike: 2D
- Acrobatics: 2D
- Notice: 2D
- Attunement: 3D
Combat Statistics
- Health: 32 (20 + Body 2 + Standard Modifier 10)
- Defense: 2 (1 + (Speed 3 + Armor 1) ÷ 3 = 2; positive energy shell, Light equivalent)
- Elemental Form: Condensed positive energy, equivalent to Light armor
Saves
- Body Save: 2D (Body 2D)
- Speed Save: 5D (Speed 3D + Acrobatics 2D)
- Wit Save: 2D (Wit 2D)
Attacks
- Radiant Touch: Body 2D + Strike 2D = 4D vs Defense; 2–3 radiant damage typical; undead and necrotic-affiliated beings take +2 damage from this attack
- Blinding Flash (Primary Action, once per scene): Speed 3D + Acrobatics 2D = 5D, Threshold 3. All creatures within Close range make Speed Save (Threshold 3) or are Blinded until end of their next Turn
- Healing Pulse (Primary Action, usable once per scene on allies): Wit 2D + Attunement 3D = 5D, Threshold 2. One living ally within Near range recovers 1D6 Health per success rolled. Cannot be used on the elemental itself.
Elemental Traits
- Radiant Body: Sheds bright light at Near range; dim light at Far range. Cannot hide or reduce illumination
- Radiant Immunity: Immune to radiant and light-based damage; radiant damage restores Health equal to half the amount dealt
- Necrotic Vulnerability: Necrotic damage deals +2 per hit; sources of negative energy (Shadow Elementals, undead abilities) deal full damage regardless of other resistances
- Undead Bane: Undead creatures within Close range at the start of the elemental's Turn take 1 radiant damage automatically (no roll)
- Positive Aura: Living allies within Close range gain +1D on Body Saves
Special Abilities
- Consecrate Ground (Primary Action, once per Long Rest): The ground within Close radius becomes hallowed for 1 hour. Undead entering the area take 1 radiant damage per Turn and roll all actions at Disadvantage.
- Restoration (Primary Action, once per Long Rest): Remove one Condition from a living creature within Touch range. Cannot remove Magical Conditions without a Threshold 4 Attunement roll.
Tactics The radiant elemental prioritizes allies and undead enemies above all others. It uses Healing Pulse on the most wounded ally, positions its Positive Aura to benefit the most characters possible, and Blinding Flash to neutralize clusters of enemies. Against undead, it simply advances and lets Undead Bane do continuous work. It avoids Shadow Elementals, the two are natural opposites and their interaction is dangerous to both.
Lore & Ecology Radiant elementals are rare and difficult to summon; they emerge from deep positive energy flows or manifest at sites of exceptional healing or sacrifice. They do not reason like mortals but are drawn to life-energy: they will naturally gravitate toward the wounded and toward darkness. Some temples maintain bound radiant elementals as guardians; they make excellent protectors for hospitals or refuges.
Dismissal
- Dispel Magic (Threshold 3)
- Concentrated necrotic or shadow damage can destabilize the form
- When Health reaches 0, detonates in a final pulse, all living creatures within Close range recover 1D6 Health; all undead within Close range take 1D6 radiant damage
- Rituals involving shadow-salt can contain or banish a radiant elemental
Treasure
- Crystallized light-energy (rare; used in healing magic components; 60–100 silver)
- Nothing material, radiant elementals have no interest in objects
Shadow Elemental (Standard)
A being of negative energy given hungry, predatory purpose, cold, draining, and nearly invisible in darkness.
Type: Quasi-Elemental (Shadow) Power Level: Standard Size: Medium
Attributes
- Body: 1D
- Speed: 3D
- Wit: 3D
Talents
- Strike: 2D
- Acrobatics: 2D
- Notice: 3D
- Attunement: 2D
Combat Statistics
- Health: 31 (20 + Body 1 + Standard Modifier 10)
- Defense: 2 (1 + (Speed 3 + Armor 0) ÷ 3 = 2; shadow form, evasion-based)
- Elemental Form: Shadow and negative energy; no physical armor
Saves
- Body Save: 1D (Body 1D)
- Speed Save: 5D (Speed 3D + Acrobatics 2D)
- Wit Save: 3D (Wit 3D)
Attacks
- Shadow Touch: Speed 3D + Strike 2D = 5D vs Defense; 2–4 necrotic damage typical; target makes Wit Save (Threshold 3) or gains the Frightened condition (source of fear is the elemental; lasts until end of target's next Turn)
- Life Drain (Primary Action, once per scene): Wit 3D + Attunement 2D = 5D vs target's Wit Save. On success, target loses 1D6 Health and the Shadow Elemental recovers that amount. On 4+ successes, target also gains Minor Body Condition (−1D to Body pools, save on Long Rest)
Elemental Traits
- Shadow Body: In darkness or dim light, the elemental is effectively invisible to sight-based Notice; even in bright light, appears only as a dark blur (−2D to attacks against it by sighted attackers in dim light or darkness)
- Necrotic Immunity: Immune to necrotic and negative energy damage; necrotic damage restores Health equal to half the amount dealt
- Radiant Vulnerability: Radiant or holy damage deals +2 per hit; sources of positive energy (Radiant Elementals, holy abilities) deal full damage regardless of other resistances
- Undead Ally: Undead creatures do not treat the Shadow Elemental as an enemy; they ignore it unless directly attacked
- Darkness Aura: Magical and mundane light sources within Close range are reduced by one step (bright to dim, dim to darkness) at the start of each of the elemental's Turns
Special Abilities
- Shadow Step (Minor Action): Teleport from one area of dim light or darkness to another within Far range. Cannot be used in areas of bright light.
- Devour Light (Primary Action, once per Long Rest): Permanently extinguish all non-magical light sources within Near range, and reduce magical light by one step for 1 hour.
- Terror (Reaction, once per scene): When first struck in combat, all creatures within Close range make Wit Save (Threshold 3) or gain the Frightened condition for 1 Turn (source: the elemental).
Tactics The shadow elemental uses Darkness Aura to reduce illumination, then Shadow Steps to attack from unexpected angles under cover of darkness. It prioritizes Shadow Touch to stack Frightened conditions, then opens Life Drain on a weakened, isolated target. It avoids Radiant Elementals and areas of bright magical light. If the party brings their own light source, it uses Devour Light immediately. It retreats by Shadow Stepping into darkness rather than fighting to death.
Lore & Ecology Shadow elementals form near breaches in negative energy planes or in places where death and darkness have pooled for centuries, ancient battlefields, cursed tombs, collapsed temples. They are not evil in any reasoning sense; they simply consume life-energy the way fire consumes fuel. Some necromancers bind them as guardians, but they are difficult to control, they drain indiscriminately, and bound shadow elementals have been known to drain their summoners when the binding weakens.
Dismissal
- Dispel Magic (Threshold 3)
- Concentrated radiant or holy damage destabilizes the form
- When Health reaches 0, implodes into a cold burst, all creatures within Close range make Wit Save (Threshold 3) or gain Minor Wit Condition (−1D Wit pools, save on Long Rest)
- Rituals involving blessed salt and bright fire can contain or banish a shadow elemental
Treasure
- Crystallized shadow-energy (rare; used in necromantic and shadow magic components; 50–80 silver)
- Items belonging to drained victims, absorbed into shadow form (1D3 random items from previous victims, if present)
Elemental Power Templates
The following templates apply to any Standard Pure Elemental or Quasi-Elemental, scaling that base stat block up or down to the desired power level. Apply changes cumulatively from the Standard baseline; do not stack templates on top of each other.
How to Use Templates
- Start with the appropriate Standard elemental stat block
- Apply all changes listed in the template
- Recalculate Health, Defense, and Saves using the modified values
- Add or remove Special Abilities as noted
- Adjust Lore & Ecology to fit the scaled creature's nature
Small Elemental (Minion)
A nascent or weakened elemental, more phenomenon than being.
Attribute Changes: Reduce each Attribute by 1D (minimum 1D per Attribute). Redistribute 1D freely if a result falls below 1D.
Health: Apply Minion Modifier (+5 instead of +10). Recalculate.
Talent Changes: Reduce primary combat Talent by 1D. Remove the least combat-relevant Talent entirely.
Special Abilities: Remove one Special Ability (the GM's choice; typically the most powerful). Retain Elemental Traits unchanged.
Size: Reduce to Small (roughly 3–4 feet).
Behavior: Small elementals operate on pure instinct with no tactical thought. They attack the nearest creature and do not retreat.
Example, Small Fire Elemental: Body 1D, Speed 2D, Wit 1D; Strike 2D, Acrobatics 2D; Health 26 (20 + 1 + 5); Defense 1 (1 + (2+0)÷3 = 1); no Spread Flames; retains Fire Body, Fire Immunity, Heat Aura, Fire Form.
Large Elemental (Elite)
A mature elemental grown powerful through time or exceptional circumstance.
Attribute Changes: Add +1D to each Attribute.
Health: Apply Elite Modifier (+15 instead of +10). Recalculate.
Talent Changes: Add +1D to primary combat Talent. Add +1D to one secondary Talent.
Special Abilities: Add one new Special Ability appropriate to the element type (see GM notes below). All existing Special Abilities are retained.
Size: Increase to Large (roughly 10–12 feet). The elemental's presence commands more space; it is Large for purposes of grappling and forced movement.
Defense: Recalculate. The improved Speed or natural armor typically brings Defense to 2–3.
Intelligence: Upgrade one tier (Animal → Low; Low → Average).
Behavior: Large elementals pursue specific territorial or behavioral imperatives; they may guard a location, consume a resource, or pursue a specific type of prey.
Example, Large Fire Elemental: Body 3D, Speed 4D, Wit 3D; Strike 4D, Acrobatics 4D, Precision 3D; Health 38 (20 + 3 + 15); Defense 2 (1 + (4+0)÷3 = 2). Gains Engulf (Primary Action): Move through a creature's space; the creature makes Speed Save Threshold 3 or takes 2 fire damage and catches fire.
Huge Elemental (Champion)
An ancient and terrible elemental, a force of nature bordering on sentience.
Attribute Changes: Add +2D to the elemental's primary Attribute; add +1D to each remaining Attribute.
Health: Apply Champion Modifier (+25 instead of +10). Recalculate.
Talent Changes: Add +2D to primary combat Talent; add +1D to all other Talents.
Special Abilities: Add two new Special Abilities. One should be a signature ability unique to this elemental's element (see GM notes). One should be a passive environmental effect that extends to Near range.
Size: Increase to Huge (roughly 20+ feet). Counts as Huge for all purposes; melee attacks against it by creatures of Medium size or smaller are rolled at −1D due to scale.
Defense: Recalculate. Typically 3–4 at this scale.
Intelligence: Upgrade to Average (Wit 3D minimum). Huge elementals can speak their element's planar language and may speak one mortal language they have been exposed to.
Behavior: Huge elementals have definite goals, though not complex ones. They hold territory, pursue vengeance for perceived slights, or fulfill ancient compulsions. They fight tactically.
Example, Huge Water Elemental: Body 5D, Speed 4D, Wit 2D; Strike 5D, Athletics 6D, Stealth 4D; Health 55 (20 + 5 + 25 + 5); Defense 2. Gains Tsunami Form (once per Long Rest): Create a wave to Far range, all creatures in a line make Speed Save Threshold 4 or take 4 bludgeoning damage and are pushed Far. Gains Persistent Drenching: All creatures within Near range are perpetually Drenched.
Elder Elemental (Legendary)
A being of geological or cosmological scale, older than most civilizations and nearly impossible to fully destroy.
Attribute Changes: Add +4D to primary Attribute; add +2D to each remaining Attribute. Wit minimum is 4D (Elder elementals have genuine intelligence).
Health: Apply Legendary Modifier (+50 instead of +10). Recalculate.
Talent Changes: Add +2D to all Talents. Add 1–2 new Talents reflecting the elder's accumulated experience (Lore, Persuade, Resolve, or setting-appropriate).
Special Abilities: Add three new Special Abilities. One must be a world-affecting ability (altering weather, reshaping terrain, or creating environmental conditions across an area measured in miles). One should be a defensive ability (damage reduction, spell-like immunity, or regeneration). One should be a legendary once-per-full-rest ability.
Size: Gargantuan (50–100+ feet). Cannot enter buildings or enclosed spaces. All melee attackers on the ground are in Close range to different parts of the elder's body simultaneously.
Defense: Recalculate. Typically 4–5. Additionally: Elder elementals are immune to mundane (non-magical) weapons, non-magical physical attacks deal 0 damage.
Intelligence: High (Wit 4D+). Elder elementals have personalities, memories spanning centuries, and definite agendas. Some speak multiple languages. They rarely treat with mortals as equals but may do so with sufficient leverage.
Behavior: Elder elementals have complex, long-term goals. They may be seeking to return to their plane, respond to a centuries-old territorial claim, or pursue something they have wanted for as long as mortal memory can recall. Combat with an elder elemental is almost always a last resort; they should be negotiated with, tricked, or sealed rather than fought directly.
Defeating an Elder: When an elder elemental reaches 0 Health, it does not die; it is expelled back to its plane (if summoned) or falls dormant within its element (if native). A full ritual (GM-defined; typically requiring rare components, significant time, and a Quest) is required to permanently seal or destroy an elder elemental.
Example, Elder Fire Elemental: Body 6D, Speed 7D, Wit 6D; Strike 7D, Acrobatics 6D, Precision 5D, Lore 4D, Resolve 3D; Health 126 (20 + 6 + 50 + 50); Defense 5. Gains Inferno Presence (automatic): Fires ignite in Near radius; all creatures at the start of Turn make Speed Save Threshold 3 or take 1 fire damage. Gains Regeneration: Recover 3 Health at start of each Turn while in contact with fire. Gains Rain of Fire (once per Full Rest): Meteoric fire strikes the entire visible area; all creatures make Speed Save Threshold 5 or take 5 fire damage and catch fire.
Primordial Elemental (Legendary)
A sleeping titan from the age of creation, a being that shapes, not just inhabits, its element.
Primordials are built as individual unique threats, not as templates. The following guidelines establish their parameters.
Scale: Total Attribute dice of 17D or higher. Wit minimum 5D. Each Attribute typically 5D or greater.
Health: 150+ (use Legendary Modifier +50 as baseline; many primordials exceed this significantly).
Defense: 5+. Immune to all non-magical and non-enchanted weapons. May have specific immunities beyond their element (depends on the primordial's history and nature).
Special Abilities: 6–8 total. Must include at least one ability that reshapes terrain or environment at scale (measured in square miles), one ability that affects all creatures in a vast area, and one ability that cannot be resolved through combat alone.
Defeating a Primordial: Primordials cannot be killed through conventional combat, even with magic. They must be sealed, typically requiring a multi-session quest to gather the components of an ancient binding ritual. Reducing a primordial to 0 Health causes it to retreat to its deepest elemental form (becoming a dormant geological feature, a raging permanent storm, etc.) until the sealing ritual is completed.
Campaign Role: A primordial should be the central antagonist of a campaign arc, not a single-session encounter. Its awakening is an event, not a fight.
GM Notes
Elemental Personalities
Fire Elementals
- Aggressive and consuming
- Impatient, destructive
- Passionate and intense
- Value strength and power
- Respect boldness
Water Elementals
- Patient and persistent
- Adaptable and flowing
- Can be calm or raging
- Value wisdom and flexibility
- Respect those who go with flow
Earth Elementals
- Solid and unchanging
- Stubborn and determined
- Slow but inevitable
- Value stability and endurance
- Respect strength of will
Air Elementals
- Capricious and free
- Quick and unpredictable
- Aloof and hard to hold
- Value freedom and speed
- Respect those who adapt quickly
Genie Personalities and Politics
Genie are not elementals; they are civilizations wearing elemental forms. When using Genie in your campaign, treat them as political actors with agendas, not combat encounters.
Efreet: Militaristic, imperial, slave-holding. Respect power and punish weakness. Will negotiate from a position of assumed superiority. They do not grant wishes, the rumor insults them.
Marid: Aristocratic, dramatic, collectors. Deeply proud and emotionally volatile. They negotiate extensively but honor agreements precisely as worded. They consider themselves the most sophisticated civilization in existence.
Dao: Transactional, acquisitive, merciless. Everything has a price. They deal in slaves, gems, and labor contracts. They respect efficiency. They will sell information about their allies for the right price.
Djinn: Free-spirited, curious, capricious. They make deals but find long obligations tedious. Their agreements are genuine but their follow-through on complex tasks degrades over time. They are the most likely genie kind to actually help mortals, if it's interesting enough.
Elemental Summoning
Summoning Basics
- Requires magic (Wit + relevant Odd Talent)
- Threshold based on elemental size and power
- Physical components tied to the element needed
- Duration: Until dismissed, killed, or task complete
- Sustained effort (concentration) may be required for more powerful elementals
Summoning Thresholds
| Size | Threshold |
|---|---|
| Small | 2 |
| Standard | 3 |
| Large | 4 |
| Huge | 5 |
| Elder | 6 |
| Primordial | Cannot be summoned; only awakened |
Control Requirements
- Summoner maintains control through concentration or binding ritual
- If concentration breaks, elemental acts on its nature
- Specific commands and constraints can be set at summoning
- More powerful elementals are harder to control and may test bindings
- Genie require formal contract, not just magical binding
Environmental Effects
Fire Elemental Presence
- Ignites flammable objects
- Heats metal (touching causes 1 damage)
- Evaporates nearby water
- Creates smoke and heat; Disadvantage on Notice in heavy smoke
- Scorches and chars ground
Water Elemental Presence
- Creates puddles and spreading wetness
- Extinguishes open flames within Close range each Turn
- Creates rising fog/mist in cooler environments
- Floods lowest-lying areas over time
- Stone erodes visibly after 1+ hour exposure
Earth Elemental Presence
- Minor tremors when moving across stone ground
- Cracks appear in worked stone and masonry
- Dust clouds in dry environments
- Ground becomes uneven and difficult terrain in Close radius
- Burrowing paths may destabilize nearby structures (GM discretion)
Air Elemental Presence
- Sustained strong winds in Close radius; light objects scatter
- Loose dust and debris creates cloud (Disadvantage on sight-based Notice)
- Vortexes form around the elemental during movement
- Sound is distorted, hearing-based Notice at −1D within Near range
- Weather changes accelerate in outdoor environments over time
Elemental Weaknesses
Vulnerability Matrix
| Element | Vulnerable To |
|---|---|
| Fire | Water, Cold |
| Water | Fire, Cold (freezing) |
| Earth | Lightning, Acid |
| Air | Earth (enclosure), vacuum |
| Radiance | Necrotic, Shadow |
| Shadow | Radiant, Holy |
Exploiting Weaknesses
- Vulnerable damage type deals +2 damage per hit (as noted in stat blocks)
- Environmental counters (bodies of water vs. fire elementals) can force retreat
- Specific elemental counter-traditions are more effective than general magic
- Some vulnerabilities create lasting debuffs (Acid vs. Earth) rather than just extra damage
Composite Elementals
Creating Composites Combine two elemental types to create hybrids:
- Choose two parent elemental stat blocks at the same power level
- Average the Attributes (round down); add 1D to Wit
- Take one Signature Ability from each parent
- Create one unique fusion ability
- Determine which immunity is retained and which vulnerability is inherited from each parent
Example Combinations
| Combination | Name | Key Traits |
|---|---|---|
| Fire + Earth | Magma | Burns and slows; immune to fire and bludgeoning |
| Water + Air | Ice | Freezes and blinds; immune to cold and wind |
| Air + Water + Lightning | Storm | Generates lightning; Tempest Call at will |
| Earth + Water | Mud | Restrains and suffocates; burrowing with Drench |
Treasure from Elementals
Fire Elementals - Heat-forged gems (rubies, fire opals; produced by the elemental's internal heat) - Metal items carried by victims; intact but heavily fire-worn - Magical ash with alchemical applications - Fire Essence (rare component; used in fire magic and alchemy)
Water Elementals - Pearls and coral (accumulated during years in aquatic environments) - Water-polished gems from riverbeds and deep places - Items recovered from drowned victims - Water Essence (rare component; used in water magic and healing)
Earth Elementals - Raw gems and ore veins embedded in form (require extraction) - Fossils and crystals formed over centuries inside the elemental - Metals refined by the elemental's internal pressure - Earth Essence (rare component; used in earth magic and fortification)
Air Elementals - Nothing, air elementals carry nothing - Objects scattered from previous victims may be recovered nearby (variable) - Air Essence (rare component; harvested at death; used in speed and wind magic)
Variant Rules
Elemental Merging
When two elementals of the same type meet, they may merge:
Merging Rules
- Both elementals must be willing or forced together by ritual
- Combined Health pool equals the sum of both
- Size increases by one category
- Add +1D to the highest Attribute of each; +1D to Wit
- Add one Special Ability from one of the merged elementals (the other's abilities are already present)
- Merged elementals can separate with a Primary Action and a Threshold 3 Resolve check
Strategic Use
- Emergency reinforcement for a wounded elemental
- Creating a larger threat from multiple smaller ones
- Tactical coverage of larger areas
Elemental Possession
Powerful elementals can possess objects of their element:
Possession Types
| Element | Typical Vessels |
|---|---|
| Fire | Braziers, forges, torch-lit structures, bonfires |
| Water | Fountains, wells, pools, cisterns |
| Earth | Statues, walls, boulders, pillars |
| Air | Windmills, chimney stacks, bell towers, open chambers |
Effects
- Elemental uses the object's structure as cover (+1–2 Defense depending on material)
- Object animates with elemental power; the elemental can attack and move the object
- Destroying the object deals its full remaining structural damage to the elemental before Health can be reduced
- Elemental can shift to a new vessel within Close range as a Primary Action
Primordial Awakening
When ancient primordials awaken:
Scale of Threat
- Legendary power (17D+ total Attributes)
- Region-shaping abilities (storms, fires, earthquakes measured in square miles)
- Cannot be killed through combat alone, requires a sealing ritual
- Creates lesser elementals from the environment each hour it is active
- Alters local landscape permanently regardless of outcome
Campaign Impact
- Multi-session arc spanning 3–6+ sessions
- Likely requires research, component-gathering, and political coordination
- Environmental catastrophe (fires, floods, quakes, storms) is the ongoing pressure
- Victory condition is sealing, not killing
Elemental Evolution
Long-lived elementals grow stronger over centuries:
| Stage | Age | Change |
|---|---|---|
| Young | 0–100 years | Standard stats |
| Mature | 100–500 years | +1D to primary Attribute; gains low intelligence |
| Ancient | 500–1,000 years | +2D to primary Attribute; new Special Ability; gains average intelligence |
| Elder | 1,000+ years | Apply Elder Template; full intelligence |
| Primordial | 10,000+ years | Apply Primordial guidelines; campaign-level threat |
Development
- Elementals gain language ability at the Mature stage (can understand their element's planar tongue)
- At Ancient stage, elementals develop recognizable personalities and may develop goals
- Elder elementals may form alliances with other immortal beings or civilizations
- Some Ancient and Elder elementals become benevolent guardians if their territory includes protected settlements; they are protective out of territorial instinct, not altruism
Elementals represent primal forces of nature given form. From minor nuisances to world-shaking primordials, they provide threats that challenge players to think about environmental tactics, elemental interactions, and, for genie encounters, the politics of planes that make mortal kingdoms look simple.