Elementals: DnD 5e Monster Guide Posted byBen Lawrance20th December 202116th March 2024Posted inElementals, Lore, MonstersTags:Lore, Monsters Elementals: Wizards of the Coast Elemental, my dear Watson What are elementals? 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. What are elementals?Types of ElementalsCore elementalsAir elemental creaturesAir elementalAir elemental myrmidonDjinniInvisible stalkerEarth elemental creaturesEarth elementalEarth elemental myrmidonDaoFlail snailGaleb duhrXornFire elemental creaturesFire elementalFire elemental myrmidonFirenewtAzerEfreetiGiant striderMagminPhoenixFire salamanderWater elemental creaturesWater elementalWater elemental myrmidonWater weirdMaridPara-elemental creaturesFrost salamanderIce mephitMagma mephitSmoke mephitQuasi-Elemental creaturesPositive energy planesNegative energy planesOther elementalsSummoning an ElementalUsing elementals in your campaign 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 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 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 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 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 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 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 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 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. 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 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 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 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 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 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 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 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 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 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 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 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. 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. Using elementals in your campaign 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. Share this:TwitterFacebookLike this:Like Loading... 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. View more posts