You are on page 1of 6

ELEMENTALS

CR 1/2 & CR 2

Introduction: You find yourself in the middle of battle and think if only you had another
ally to help. Your arcane studies or your inborn ability suggests you to call an elemental
force to aid you and your party. At that point you realize the known incarnations made of
air, earth, fire, and water are too strong for your powers.

It is now time to call forth something within your scope of abilities. You can now conjure
a smaller elemental or a group of them to aid you in your defense.

A supplement of less powerful elementals for your spell casters or for a GM to use as
an encounter for upcoming adventures.

by T.A. THOMPSON

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

This work contains material that is Copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is Copyright 2016 by T.A. Thompson and published under the Community Content Agreement for Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only. 1
Elementals CR 1/2
Air Elemental (Small) Earth Elemental (Small)
Small elemental, neutral Small elemental, neutral
Armor Class: 12 Armor Class: 14 (natural)
Hit Points: 18 (4d6+4) Hit Points: 22 (4d6+8)
Speed: 0 ft., fly 60 ft., (hover) Speed: 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2) 16 (+3) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 5 (-3)

Damage Immunties: Poison Damage Vulnerabilities: thunder


Condition Immunties: exhaustion, grappled, Damage Immunties: Poison
paralyzed,petrified, poisoned,prone,restrained, Condition Immunties: exhaustion,
unconscious paralyzed,petrified,poisoned,unconscious
Senses: darkvision 60 ft., passive Perception 10 Senses: darkvision 60 ft.,tremorsense 60ft.,
Languages: Auran passive Perception 10
Challenge: 1/2 (100XP) Languages: Terran
Challenge: 1/2 (100XP)
Air Form: The elemental can enter a hostile
creature’s space and stop there. It can move Earth Glide: The elemental can burrow through
through a space as narrow as 1 inch wide non-magical, unworked earth and stone.
without squeezing. While doing so, the elemental doesn’t disturb
the material it moves through.
ACTIONS:
Slam: Melee Weapon Attack: +3 to hit, reach Siege Monster: The elemental deals double
5 ft., one target. Hit: 7 (1d8+2) bludgeoning damage to objects and structures.
damage.
ACTIONS:
Whirlwind: (Recharge 6): Each creature in the Slam: Melee Weapon Attack: +3 to hit, reach
elemental’s space must make a DC 11 STR saving 5 ft., one target. Hit: 8 (1d8+3) bludgeoning
throw. On a failed save, a target takes damage.
7 (1d8+2) bludgeoning damage and is flung up to
10 feet away from the elemental in a random
direction and knocked prone. If a thrown target
strikes an object, such as a wall or floor, the
target takes 3 (1d6) bludgeoning damage also. If
the target is thrown at another creature, that
creature must succeed on a DC 11 DEX saving
throw or take the same damage and be knocked
prone.
If the saving throw is successful, the target takes
half the bludgeoning damage and isn’t flung or
knocked prone.

Not for resale. Permission granted to print or photocopy this document for personal use only. 2
Fire Elemental (Small) Water Elemental (Small)
Small elemental, neutral Small elemental, neutral
Armor Class: 12 Armor Class: 12(natural)
Hit Points: 18 (4d6+4) Hit Points: 22 (4d6+8)
Speed: 30 ft. Speed: 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 7 (-2) 14 (+2) 12 (+1) 14 (+2) 5 (-3) 10 (+0) 8 (-1)

Damage Immunties: fire, poison Damage Immunties: poison


Condition Immunties: exhaustion, grappled, Condition Immunties: exhaustion, grappled,
paralyzed,petrified,poisoned, prone, paralyzed,petrified,poisoned, prone,
restrained, unconscious restrained, unconscious
Senses: darkvision 60 ft., passive Perception 10 Senses: darkvision 60 ft., passive Perception 10
Languages: Ignan Languages: Aquan
Challenge: 1/2 (100XP) Challenge: 1/2 100XP)

Fire Form: The elemental can move through a Water Form: The elemental can enter a hostile
space as narrow as 1 inch wide without creature’s space and stop there. It can move
squeezing. A creature that touches the through a space as narrow as 1 inch wide
elemental or hits it with a melee attack while without squeezing.
within 5 feet of it takes 3 (1d6) fire damage. In
addition, the elemental can enter a hostile Freeze: If the elemental takes cold damage, it
creature’s space on a turn, that creature takes partially freezes; its speed is reduced by 20
3 (1d6) fire damage and catches fire until feet until the end of its next turn.
someone takes an action to douse the fire, the
creature takes 3 (1d6) fire damage at the start ACTIONS:
of each of its turns. Slam: Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 7(1d8+2) bludgeoning
Illumination: The elemental sheds bright light damage.
in a 10 foot radius and dim light in an
additional 10 feet. Whelm (Recharge 6): Each creature in the
elemental’s space must make a DC 11 STR saving
Water Susceptibility: For every 5 feet the throw. On a failure, a target takes 7 (1d8+2)
elemental moves in water, or for every gallon bludgeoning damage. If it is a Small or Tiny
of water splashed on it, it takes 3 cold damage. creature it is also grappled (escape DC 11). Until
this grapple ends, the target is restrained and
ACTIONS: unable to breathe unless it can breathe water. If
Touch: Melee Weapon Attack: +3 to hit, reach the saving throw is successful, the target is
5 ft., one target. Hit: 6 (1d6+2) fire damage. If the pushed out of the elemental’s space.
target is a creature or a flammable object, it The elemental can only grapple one creature at
ignites. Until a creature takes an action to douse a time. At the start of each of the elemental’s
the fire, the target takes 3 (1d6) fire damage at turns, the target grappled takes 7 (1d8+2)
the start of each of its turns. bludgeoning damage. A creature within 5 feet of
the elemental can pull a creature or object out of
it by taking an action to make a DC 11 STR check
and succeeding.

Not for resale. Permission granted to print or photocopy this document for personal use only. 3
Elementals CR 2
Air Elemental (Lesser) Earth Elemental (Lesser)
Medium elemental, neutral Medium elemental, neutral
Armor Class: 14 Armor Class: 15 (natural)
Hit Points: 45 (7d8+14) Hit Points: 52 (7d8+21)
Speed: 0 ft., fly 90 ft.(hover) Speed: 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 6 (-2) 10 (+0) 6 (-2) 18 (+4) 9 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

Damage Resistances: lightning, thunder, Damage Vulnerabilities: thunder


bludgeoning, piercing, and slashing from Damage Resistances: bludgeoning, piercing,
nonmagical weapons. and slashing from nonmagical wepaons.
Damage Immunties: poison Damage Immunties: Poison
Condition Immunties: exhaustion, grappled, Condition Immunties: exhaustion,
paralyzed,petrified,poisoned, prone, paralyzed,petrified,poisoned,unconscious
restrained, unconscious Senses: darkvision 60 ft.,tremorsense 60ft.,
Senses: darkvision 60 ft., passive Perception 10 passive Perception 10
Languages: Auran Languages: Terran
Challenge: 2 (450XP) Challenge: 2 (450XP)

Air Form: The elemental can enter a hostile Earth Glide: The elemental can burrow through
creature’s space and stop there. It can move non-magical, unworked earth and stone.
through a space as narrow as 1 inch wide While doing so, the elemental doesn’t disturb
without squeezing. the material it moves through.
ACTIONS:
Multiattack: The elemental makes two attacks. Siege Monster: The elemental deals double
damage to objects and structures.
Slam: Melee Weapon Attack: +5 to hit, reach ACTIONS:
5 ft., one target. Hit: 9 (1d8+4) bludgeoning
damage. Multiattack: The elemental makes two slam
attacks.
Whirlwind: (Recharge 5-6): Each creature in the
elemental’s space must make a DC 13 STR saving Slam: Melee Weapon Attack: +5 to hit, reach
throw. On a failed save, a target takes 5 ft., one target. Hit: 9 (1d8+4) bludgeoning
11 (2d8+2) bludgeoning damage and is flung up damage.
to 20 feet away from the elemental in a random
direction and knocked prone. If a thrown target
strikes an object, such as a wall or floor, the
target takes 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. If the target is
thrown at another creature, that creature must
succeed on a DC 13 DEX saving throw or take the
same damage and be knocked prone. If the
saving throw is successful, the target takes half
the bludgeoning damage and isn’t flung or
knocked prone.

Not for resale. Permission granted to print or photocopy this document for personal use only. 4
Fire Elemental (Lesser) Water Elemental (Lesser)
Medium elemental, neutral Medium elemental, neutral
Armor Class: 13 Armor Class: 13(natural)
Hit Points: 45 (7d8+14) Hit Points: 52 (7d8+21)
Speed: 50 ft. Speed: 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16(+3) 14 (+2) 6 (-2) 10 (+0) 7 (-2) 16 (+3) 13 (+1) 16 (+3) 5 (-3) 10 (+0) 8 (-1)

Damage Resistances: bludgeoning, piercing, Damage Resistances: acid; bludgeoning,


and slashing from nonmagical weapons. piercing, and slashing from nonmagical
Damage Immunties: fire, poison weapons.
Condition Immunties: exhaustion, grappled, Damage Immunties: poison
paralyzed,petrified,poisoned, prone, Condition Immunties: exhaustion, grappled,
restrained, unconscious paralyzed,petrified,poisoned, prone,
Senses: darkvision 60 ft., passive Perception 10 restrained, unconscious
Languages: Ignan Senses: darkvision 60 ft., passive Perception 10
Challenge: 2 (450XP) Languages: Aquan
Challenge: 2 (450XP)
Fire Form: The elemental can move through a
space as narrow as 1 inch wide without Water Form: The elemental can enter a hostile
squeezing. A creature that touches the creature’s space and stop there. It can move
elemental or hits it with a melee attack while through a space as narrow as 1 inch wide
within 5 feet of it takes 4(1d8) fire damage. In without squeezing.
addition, the elemental can enter a hostile
creature’s space on a turn, that creature takes Freeze: If the elemental takes cold damage, it
4 (1d8) fire damage and catches fire until partially freezes; its speed is reduced by 20
someone takes an action to douse the fire, the feet until the end of its next turn.
creature takes 4 (1d8) fire damage at the start
of each of its turns. ACTIONS:
Multiattack: The elemental makes two slam
Illumination: The elemental sheds bright light attacks.
in a 30 foot radius and dim light in an
additional 30 feet. Slam: Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 8 (1d8+3) bludgeoning
Water Susceptibility: For every 5 feet the damage.
elemental moves in water, or for every gallon
of water splashed on it, it takes 2 cold damage. Whelm (Recharge 5- 6): Each creature in the
elemental’s space must make a DC 13 STR saving
ACTIONS: throw. On a failure, a target takes 8 (1d8+3)
Multiattack: The elemental makes two touch bludgeoning damage. If it is Medium or smaller,
attacks. it is also grappled (escape DC 13). Until this
grapple ends, the target is restrained and unable
Touch: Melee Weapon Attack: +5 to hit, reach to breathe unless it can breathe water. If the
5 ft., one target. Hit: 8 (1d8+3) fire damage. If the saving throw is successful, the target is pushed
target is a creature or a flammable object, it out of the elemental’s space. The elemental can
ignites. Until a creature takes an action to douse grapple one Medium creature or up to two Small
the fire, the target takes 4 (1d8) fire damage at or smaller creatures at one time.
the start of each of its turns.

Not for resale. Permission granted to print or photocopy this document for personal use only. 5
At the start of each of the elemental’s turns,
each target grappled takes 8 (1d8+3)
bludgeoning damage. A creature within 5 feet of
the elemental can pull a creature or object out of
it by taking an action to make a DC 13 STR check
and succeeding.

Not for resale. Permission granted to print or photocopy this document for personal use only. 6

You might also like