Elementals: DnD 5e Monster Guide

Elemental, my dear Watson

Elementals are creatures born of pure elements. Typically, this means they are formed from the 4 main elements of fire, earth, water and air, but other elements exist from which elementals can be created.

Such creatures are self-aware and even intelligent, though when found outside of the elemental planes, it’s often because they’ve been bound to servitude for a master or a summoner. Elementals come from planes composed of the same type of element so fire elementals, for example, come from the plane of fire.

Elementals have existed for aeons, at least since the primordials were active across the planes. This is due to the age of the elemental planes and their creation from this pure, elemental matter.

Types of Elementals

There are many types of elemental creatures, owing particularly to the many elemental planes in existence. Not only are there the 4 core elemental planes of Air, Earth, Fire and Wind, but there are also para-elemental and quasi-elemental planes that combine aspects of different elements. Altogether, there are 16 different elemental planes, meaning 16 different elements an elemental could be created from.

Each plane is home to many different creatures too. We’ve detailed out the main elemental creatures below, but many creatures native to the elemental planes also aren’t considered elementals. For example, the Aarakocra are natives of the plane of air, but as a creature type, are actually humanoids.

Core elementals

These are the 4 primary elemental planes of Air, Earth, Fire and Water. These planes are inhabited by elementals composed of these 4 core elements. While there are other elemental types, most of these are comprised in part, by combinations of the core elements.

Air elemental creatures

air elemental 5e
Air elemental

CR 5

Book: Monster Manual

A creature of whirling air with a malleable form that often takes on the appearance of a storm or whirlwind with a vaguely recognisable face.

Air elemental myrmidon 5e
Air elemental myrmidon

CR 7

Book: Monsters of the Multiverse

Air elementals that have been summoned and bound to a suit of armour, erasing their memories and transforming them into servants of war.

Djinni 5e
Djinni

CR 11

Book: Monster Manual

Djinni are genies born of elemental chaos that resemble humanoids with a stormy influence. They possess powerful magical abilities and have been known to be bound to mortal servitude in order to grant magical boons. Of all the genies, the Djinni are the most benevolent and tolerant of mortal flaws.

Invisible Stalker 5e
Invisible stalker

CR 6

Book: Monster Manual

An invisible creature whose true form is unknown. While they can be bound to perform various tasks, they will resent such bindings and will seek ways to twist the command they’ve been given to spite their summoner.

Earth elemental creatures

Earth Elemental 5e
Earth elemental

CR 5

Book: Monster Manual

A creature of pure rock and occasionally, gems and ore. Earth elementals have humanoid appendages, but their rocky constitution makes them far tougher than creatures of flesh and bone.

Earth elemental myrmidon 5e
Earth elemental myrmidon

CR 7

Book: Monsters of the Multiverse

Earth elementals that have been summoned and bound to a suit of armour, erasing their memories and transforming them into servants of war.

Dao 5e
Dao

CR 11

Book: Monster Manual

Proud genies possessing the powers of earth. They are evil creatures that gladly enslave other races to enact their will. They are reasonable though and can be worked with.

Flail snail 5e
Flail snail

CR 3

Book: Monsters of the Multiverse

Giant snails with about 5 tentacles with flails on the end. They are magical creatures with their own anti-magic protections emanating from their shells.

Galen duhr 5e
Galeb duhr

CR 6

Book: Monster Manual

Living boulders with roughly humanoid appendages, but that could easily be mistaken for a boulder when slumbering. They’re intelligent creatures, but ponderous in nature.

Xorn

CR 5

Book: Monster Manual

Rocky creatures that consume gems, rocks and minerals. They have 3 arms, legs and eyes and a central mouth. They’re not usually aggressive unless provoked, particularly as they don’t eat meat.

Fire elemental creatures

Fire elemental

CR 5

Book: Monster Manual

Elementals formed from pure fire. Their touch will burn another creature. They are often used by mages and fire giants as guardians of their homes and previous items.

Fire elemental myrmidon 5e
Fire elemental myrmidon

CR 7

Book: Monsters of the Multiverse

Fire elementals that have been summoned and bound to a suit of armour, erasing their memories and transforming them into servants of war.

Firenewt 5e
Firenewt

CR 1/2

Book: Monsters of the Multiverse

The fiery, evolved form of lizardfolk. These creatures are known for being particularly sadistic, enjoying the suffering and torture of others.

Azer 5e
Azer

CR 2

Book: Monster Manual

Dwarf-like creatures with hair composed of flame. Azers are often used as salve labour by giants and other races.

Efreeti 5e
Efreeti

CR 11

Book: Monster Manual

Fiery genies that could be hostile and unpredictable. They are best avoided due to their impressive magic and vicious nature.

Giant Strider 5e
Giant strider

CR 1

Book: Monsters of the Multiverse

Looking like a cross between a reptile and an ostrich, these creatures are impervious to fire and can act as a mount for natives of the plane of fire.

Magmin 5e
Magmin

CR 1/2

Book: Monster Manual

Looking like squat humanoids made of magma and flames, they are unintelligent beings that crave chaos and to set things on fire.

Phoenix

CR 16

Book: Monsters of the Multiverse

Huge, flaming birds, that can be reborn when they die.

Fire salamander

CR 5

Book: Monster Manual

Spiney, serpentine creatures with burning hot skin and a cruel mind.

Water elemental creatures

Water elemental 5e
Water elemental

CR 5

Book: Monster Manual

Made purely from water, water elementals are fairly unintelligent creatures, but as they are often conjured into servitude, resent and dislike those that force them into service.

Water elemental myrmidon

CR 7

Book: Monsters of the Multiverse

Water elementals that have been summoned and bound to a suit of armour, erasing their memories and transforming them into servants of war.

Water weird 5e
Water weird

CR 3

Book: Monster Manual

Conjured to protect pools of water. Despite their similarity to water elementals, water weirds are quite intelligent with a propensity towards extreme nobility or extreme evil.

Marid

CR 11

Book: Monster Manual

Genies native to the plane of water, marids are proud creatures with highly changeable moods and powerful magic.

Para-elemental creatures

The para-elemental planes occur where main elemental planes intersect. For example, where the fire and air elemental planes intersect, you get the plane of smoke and where earth and fire planes intersect, you get the plane of magma.

some elementals are created from these combined elements becoming para-elementals.

There are 4 para-elemental types which are:

  • Ice – Air and water
  • Magma – Earth and fire
  • Ooze – Earth and water
  • Smoke – Air and fire

Para-elemental creatures include:

Frost salamander 5e
Frost salamander

CR 9

Book: Monsters of the Multiverse

6-legged reptiles with cold powers and that are native to the elemental plane of ice.

Ice Mephit 5e
Ice mephit

CR 1/2

Book: Monster Manual

Like winged goblins, mephits are often summoned into the servitude of powerful wizards. Ice mephits are native to the plane of ice and embody a cruel, cold nature.

Magma Mephit 5e
Magma mephit

CR 1/2

Book: Monster Manual

Like winged goblins, mephits are often summoned into the servitude of powerful wizards. Magma mephits are native to the plane of magma and are formed of both the elements of earth and fire.

Steam mephit 5e
Smoke mephit

CR 1/4

Book: Monster Manual

Like winged goblins, mephits are often summoned into the servitude of powerful wizards. Smoke mephits are native to the plane of smoke and composed of the elements of both fire and air.

Quasi-Elemental creatures

Quasi-elementals are formed where planes of energy (positive and negative) intersect with the core elemental planes. Elementals formed from these planes take on the influences of each of the combined planes.

There are quasi-elemental planes; 4 intersecting with the positive energy plane and 4 intersecting with the negative energy plane:

Positive energy planes

Planes that intersect with the positive energy plane become hyperactive in nature, buzzing with energy and creatures. While this sounds beautiful, and it is, it can be equally deadly, creating lightning from the air or filling the plane with steam from the water.

  • Lightning – Positive energy and air
  • Mineral – Positive energy and earth
  • Radiance – Positive energy and fire
  • Steam – Positive energy and water

Negative energy planes

Elemental planes that intersect with the negative energy plane begin to decay and deteriorate, destroying the natural aspects of those elements. For instance, where the negative energy plane and the plane of air intersect, the plane of vacuum becomes a vast, airless space where nothing can breath. Likewise, where the negative plane intersects with the plane of earth, the rock and solid matter crumbles into dust.

The following are the negative quasi-elemental planes:

  • Ash – Negative energy and fire
  • Dust – Negative energy and earth
  • Salt – Negative energy and water
  • Vacuum – Negative energy and air

Other elementals

Some elementals do not neatly fit into any one elemental category such as the elementals of nature which is composed of all 4 of the core elements or storm elementals that reside in the plane of air, but utilise other elements to create rain, thunder and lightning.

These include:

  • Darkness elementals
  • Nature elementals
  • Necromental elementals
  • Shadow elementals
  • Storm elementals

Summoning an Elemental

To summon an elemental requires extraordinary power as the creature is being plucked from another plane of existence and its power and energy must be harnessed by the summoner. Great mental fortitude is required to summon an elemental and a break in concentration or a mental weakness could result in the summoned elemental not being bound by the servitude of the summoner. In such moments, the furious or confused elemental, might instead choose to wreak havoc in the new plane it’s been summoned to. Often, this involves attempting to kill the summoner themself.

Typically, the summoning process is made easier when the creature performing the summons is closely tied with that plane of existence, for this reason, salamanders and efreetis have a great aptitude for summoning fire elementals while the rock dwelling and mining sverfneblin are very adept at summoning earth elementals.

Usually, elementals crop up when they’ve been summoned by a powerful mage or creature that embodies similar elemental powers. As you can imagine, most creatures don’t like being plucked from their home and being enslaved into servitude. If a mage isn’t powerful enough, then the elemental can turn on them which might create interesting plot points.

In role playing situations, you might use this hatred towards a master to have the elemental attempt to find ways to discreetly harm their master. While they must obey their master, such creatures may attempt to utilise loop holes in their instructions.

While many elementals function primarily as foot soldiers, genies make particularly interesting creatures. While they possess powerful magic, they are often enslaved by a master. This can create great moral dilemmas for players who may want to take advantage of their magic, want to rescue the genie, or be concerned about releasing such vengeful power on the realms.

Genies like dao and efreeti also make great antagonists who may simply be operating as slavers or exerting their dominance on other creatures.

Published by Ben Lawrance

Ben is the creator of Dungeon Mister and is an experienced dungeon master who's been immersed in the D&D universe for over 20 years.

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