MACE

Elemental

Huge elemental

Elementals are creatures summoned from the four elemental planes. They come in three sizes (8, 12, or 16 Hit Dice) depending on the power of the summoning. Only magical weapons can harm any Elemental.


Air Elemental

Huge elemental (air)


Armor Class: 2
Hit Dice: 8 / 12 / 16 (average 28 / 42 / 56 hp)
Movement: 360 ft flying (cannot move on ground)
Attacks: 1 slam (2d8, +1 damage)
Morale: 12
Alignment: Neutral
XP: 800 / 1,200 / 1,600


Description

Air Elementals are immense whirling masses of wind and lightning. They can only fly — they cannot move along the ground. They manifest as great rotating columns of air.

Special Abilities

Whirlwind: After 1 round of preparation, an Air Elemental can form itself into a whirlwind with a 30 ft base, 60 ft top, and height equal to its HD in feet. The whirlwind sweeps away any creature with fewer than 3 HD.

Only Magic Weapons: Only magical weapons can harm an Air Elemental.

Notes

Summoned via Conjure Elemental (6th-level spell). Only one per plane can be summoned at a time.


Earth Elemental

Huge elemental (earth)


Armor Class: 2
Hit Dice: 8 / 12 / 16 (average 28 / 42 / 56 hp)
Movement: 60 ft
Attacks: 1 slam (3d6 vs. ground targets; 2d6 vs. others)
Morale: 12
Alignment: Neutral
XP: 800 / 1,200 / 1,600


Description

Earth Elementals are immense humanoid shapes of living rock and soil. They cannot cross water — even a small stream halts them. They batter walls and structures with tremendous force.

Special Abilities

Ground Advantage: An Earth Elemental deals 3d6 damage to creatures standing on the earth. Against creatures not on the ground (flying, etc.) it deals only 2d6.

Battering Ram: Against walls, gates, or structures, an Earth Elemental acts as a battering ram of tremendous power.

Cannot Cross Water: Any body of water stops an Earth Elemental completely.

Only Magic Weapons: Only magical weapons can harm an Earth Elemental.


Fire Elemental

Huge elemental (fire)


Armor Class: 2
Hit Dice: 8 / 12 / 16 (average 28 / 42 / 56 hp)
Movement: 120 ft
Attacks: 1 slam (2d6 vs. non-fire creatures; 1d6−1 vs. fire creatures)
Morale: 12
Alignment: Neutral
XP: 800 / 1,200 / 1,600


Description

Fire Elementals appear as roaring columns of flame with rudimentary features. They set fire to everything they touch and leave scorched ground in their wake.

Special Abilities

Incendiary: A Fire Elemental ignites any flammable material it touches. Wooden structures, dry vegetation, oil — all catch fire on contact.

Cannot Cross Water: Any body of water stops a Fire Elemental completely.

Fire Creatures: Against creatures with fire immunity or affinity, the Elemental deals only 1d6−1 damage.

Only Magic Weapons: Only magical weapons can harm a Fire Elemental.


Water Elemental

Huge elemental (water)


Armor Class: 2
Hit Dice: 8 / 12 / 16 (average 28 / 42 / 56 hp)
Movement: 60 ft on land / 180 ft in water
Attacks: 1 slam (2d6 in water; 1d6 on land)
Morale: 12
Alignment: Neutral
XP: 800 / 1,200 / 1,600


Description

Water Elementals are immense watery humanoids. They are far more powerful in their native element than on land, and they cannot move more than 60 ft from a body of water.

Special Abilities

Water Advantage: A Water Elemental deals 2d6 damage in water and 1d6 on land.

Confined: A Water Elemental can only be summoned where there is a pond, stream, or larger body of water. It cannot move more than 60 ft from water.

Capsize: In open water, a Water Elemental can capsize boats and small ships.

Only Magic Weapons: Only magical weapons can harm a Water Elemental.

Notes

Summoned via Conjure Elemental (6th-level spell). Requires a substantial body of water.