Elementals (Air, Earth, Fire, Water)
- Habitat
- Wherever its element is abundant; summoned by ritual
- Biomes
- summoned
- Spawn
- solo, any
- Temper
- Hostile, mindless toward its task
- Threat
- Severe
- Rarity
- Very Rare
- Move
- crawl; swim.
- Special
- Engulfs and drowns; overturns boats; +damage in water; cannot move far from a large body of water
| Variant | STR | DEX | CON | INT | Health | Damage | Armor |
|---|---|---|---|---|---|---|---|
| Air | 40 | 19 | 37 | 7 | 650 | 160 | 32 |
| Earth | 42 | 6 | 37 | 7 | 650 | 184 | 32 |
| Fire | 41 | 11 | 37 | 7 | 650 | 171 | 32 |
| Water | 42 | 9 | 37 | 7 | 650 | 184 | 32 |
Elementals are raw aspects of the world given shape and hostile will, dragged into being by ritual. The air elemental is a roaring, half-seen cloud that can fold itself into a killing whirlwind. The earth elemental is a slow humanoid bulk of soil, stone, and glittering gem that wades through solid rock as easily as a man wades water. The fire elemental burns as a writhing pillar of flame that ignites all it touches, while the water elemental rises as a curling wave that batters and drowns. None bleed or tire, and ordinary blades barely mark them. Each is mightiest within its own element and clumsiest away from it, so terrain is the key to surviving one.
Behavior
- Moves and fights best in its native element; weakened when forced from it
- Air sweeps the field as a whirlwind, hurling lighter creatures aside
- Earth burrows through ground and shatters walls and foundations
- Fire ignites flammable surroundings; water surges and drags foes under
- Once bound it pursues its task without thought, hostile to all living things
- Shrugs off non-magical weapons
Abilities
- Elemental Body. Only enchanted weapons wound it meaningfully; immune to fear and exhaustion.
- Signature Strike. A whirlwind, tremor, conflagration, or crushing wave, depending on its element.
- Terrain Mastery. Gains striking power and speed while standing in or on its own element.
Drops & Crafting
- Elemental core/essence lingering where the body collapses (prized binding component)
- Earth: raw gemstones and ore shaken from the bulk
- Air: a sealed vial of captured stormwind
- Fire: glowing cinders usable in forge-work
- Water: a measure of pure conjured water