Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.

All Elementals

Elementals are most often encountered as a result of an enforced bargain between themselves and a dominating spellcaster. If the elemental summoner has seriously dangerous and destructive intentions, feel free to play the elemental as extremely violent and chaotic, unleashing its heaviest attacks immediately and with little regard for any allies or destructible objects in the vicinity. These situations can apply on the Prime or any plane.

Suppose the summoner is simply defending an object or location; you might move that object in a programmed guardian routine and use its ability to buffet, cajole or usher the players out of the area. Taking either approach can allow characters to gain insight into the motivations of the summoner. What might these clues lead the party to? Try it and see.

Elementals are often out of their element and forced to perform tasks that are against their nature. Such beings are strongly motivated to escape or lash out against their summoner if given the opportunity.

With that in mind, any offer the party might make to hasten these outcomes might be met with optimism or curiosity, assuming the party can communicate effectively. What might an elemental do if the party offers to break a curse, erase a summoning circle or present a captive summoner to it? These scenarios might lead to interesting outcomes depending on the elemental’s circumstances.

Explosive Reactions

While they are often forced to serve a narrow task, there is nothing stopping you from allowing other aspects of the elemental to be loosed with extreme violence. Elementals cannot truly die, so there is little fear of death, as such combat should simply be an all-in affair.

The only needs to consider the raging inferno, a devastating earthquake, flash flood, or powerful cyclone to appreciate the power of the elements unchecked.

Then a fire elemental engages in a fight, it should be seeking to burn Everything in sight. Air elementals want to pick up and throw things, including opponents or objects that may harm their opponents. Don’t just make rote attacks; use loose objects, collapsing terrain, and rules for drowning or being buried to cement the terrifying power of the elemental.

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