There are four different kinds of elementals normally encountered - air, earth, fire, and water elementals. These are strong but relatively stupid beings conjured magically from their normal habitat — the elemental planes of air, earth, etc. The strength of any type varies, and the characteristics of each elemental type are different. All differences will be dealt with separately under the appropriate headings.
More or less powerful and/or intelligent elementals exist on the elemental planes than can be summoned. Various forms of free-willed elemental plane dwellers will be found described elsewhere in this book.
The outstanding true elementals dwelling on these planes will be mentioned only briefly hereunder.
Conjured elementals fall into three hit dice strength categories, and this applies to all types:
Conjured by spell
Conjured by summoning device
Conjured through a staff
16 hit dice
12 hit dice
8 hit dice
Any creature conjuring an elemental may do so but once per day per means per elemental type.
For example a magic-user with two appropriate staffs could summon at least two elementals, one through each staff, once per day, each. Both elementals could not be the same kind. If the magic-user were able to employ several spells to conjure elementals, each spell would have to summon a different kind of elemental. However, if the magic-user also had a summoning device and a staff he could possibly evoke three elementals of the same type.
As elementals are stupid and resent being summoned, the conjuring party must concentrate upon controlling the creature.
Failure to do so will result in the elemental turning upon the summoner 75% of the time and attacking. The turning elemental will come directly towards the conjuring party, attacking anything in its path along the way. Control can never be regained, and an uncontrolled elemental will always return to its own plane in three turns after control is lost.
If an elemental does not turn (25% chance), it simply goes immediately to its own plane.
Control concentration requires that the summoning party remain stationary and be neither physically nor mentally attacked, including attack by missile or distraction. In any event, only one elemental at a time can be controlled.
Elementals are impervious to attacks by normal weapons and even magical weapons under +2 bonus. Creatures without magical ability of some sort cannot harm elementals unless the creatures have four or more hit dice. Magical ability includes paralysis, poison, acid, breath weapons, and even the characteristic of not being subject to attack by normal weapons. Kobolds, goblins, orcs, etc. are all powerless to affect elementals because they have neither magical property nor four or more hit dice. Ogres, however, could attack an elemental with effect as they have the necessary strength (four hit dice in this case). Note, however, that if a kobold with a +2 magic sword attacked an elemental the weapon would be effective.
A conjured elemental can be taken over and controlled by a magic-user casting a dispel magic spell (ratio dispeller's level over conjuring party's level to determine chance of success), and deliberately aiming it at dispelling the control rather than the elemental. However, if the spell fails, the effect is to strengthen the elemental to a full 8 points per hit die, double the controller's ability to concentrate, and make the elemental resent the one attempting the take-over, so that if it becomes uncontrolled, it will go after that magic-user.
Neutral Large Elemental (air, extraplanar)
FREQUENCY: Very Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2
MOVE: fly 36" (Class A)
HIT DICE: 8 (hp 36)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: wind buffet (2d10)
SPECIAL ATTACKS: aerial attack bonus, whirlwind - Hits As: +2
SPECIAL DEFENSES: elemental traits, DR/+2 (magic-none)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Elemental (air)
LEVEL: VII
Air elementals' only mode of locomotion is by "flying." They can, of course, move at slower than the speed listed.
If in combat in the air they gain a +1 on hit probability and a +2 on each die of damage they cause.
Upon command an air elemental can form a whirlwind — a truncated reverse cone, with a 2" bottom diameter, a 6" top diameter, and a height in inches equal to the elementals' number of hit dice, i.e. 8", 12" or 16". If the full height of the whirlwind can't be attained due to some overhead obstruction, the whirlwind is only half strength. A full strength air elemental whirlwind lasts for 1 melee round, sweeps away and kills all creatures under three hit dice, and causes 2-16 hit points of damage on all non-aerial creatures which it fails to kill outright. Formation of this whirlwind or dissipation of it requires one full turn.
On the elemental plane of air can be found certain intelligent air elementals which have special abilities beyond the above. Some are stronger thon the most powerful of conjured elementals. Their queen is both powerful and has certain magical abilities.
12 HD: hp 54; THAC0: 9; Hits As: +4; MORALE: +60%; SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10; LEVEL: VIII
16 HD: hp 72; THAC0: 7; Hits As: +4; MORALE: +80%; SAVES: Poison 4, Petrify 5, Wand 6, Breath 4, Spell 7; LEVEL: IX
Neutral Large Elemental (earth, extraplanar)
FREQUENCY: Very Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2
SPEED: 6"
HIT DICE: 8 (hp 36)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: slam (4d8)
SPECIAL ATTACKS: siege damage - Hits As: +2
SPECIAL DEFENSES: elemental traits; DR/+2 (magic-none)
WEAKNESS: -2 damage per die against opponents not in contact with the ground
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Elemental (earth)
LEVEL: VII
These powerful creatures travel rather slowly, and in order to cross water they must travel through the ground and go under the bed of the body of water (possibly a long trip).
They score full damage against any creature which rests on the earth, -2 on each die of damage against other opponents (flying, levitating, etc.).
Against constructions built on stone or earth they act as a super battering ram, causing 2-8 points of structural damage (a typical cottage having about 7 structural points).
They can be summoned from earth or stone.
On the elemental plane of earth there exists a boss rumored to be of astounding size.
12 HD: hp 54; THAC0: 9; Hits As: +4; MORALE: +60%; SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10; LEVEL: VIII
16 HD: hp 72; THAC0: 7; Hits As: +4; MORALE: +80%; SAVES: Poison 4, Petrify 5, Wand 6, Breath 4, Spell 7; LEVEL: IX
Neutral Large Elemental (fire, extraplanar)
FREQUENCY: Very Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2
MOVE: 12"
HIT DICE: 8 (hp 36)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: slam (3d8)
SPECIAL ATTACKS: burn - Hits As: +2
SPECIAL DEFENSES: elemental traits; DR/+2 (magic-none)
WEAKNESS: -1 damage per die against opponents that use fire or are resistant to fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Elemental (fire)
LEVEL: VII
Fire elementals are terrible to behold and fierce opponents.
They set fire to any inflammable material they touch.
Against fire-using opponents they score -1 on their damage dice.
Fire elementals are checked by water, being unable to pass over non-inflammable liquids.
On the Elemental plane of Fire exist many sorts of different fire elementals and similar beings. The ruler of all fire elementals is reported to be known as the tyrant.
12 HD: hp 54; THAC0: 9; Hits As: +4; MORALE: +60%; SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10; LEVEL: VIII
16 HD: hp 72; THAC0: 7; Hits As: +4; MORALE: +80%; SAVES: Poison 4, Petrify 5, Wand 6, Breath 4, Spell 7; LEVEL: IX
Neutral Large Elemental (extraplanar, water)
FREQUENCY: Very Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2
MOVE: 6" — swim 18"
HIT DICE: 8 (hp 36)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 12
MELEE: slam (5d6)
SPECIAL ATTACKS: capsize - Hits As: +2
SPECIAL DEFENSES: elemental traits, DR/+2 (magic-none)
WEAKNESS: -1 damage per die when not fighting in water, cannot move more than 60-ft. from a large source of water
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Elemental (water)
LEVEL: VII
Water elementals are, for all practical purposes, limited to water operations, for they can stray only 6" from their element. It normally requires a considerable volume of water (or watery liquid) to create a water elemental — a pool of water of at least 1,000 cubic feet in volume, but several large barrels of ale or wine would suffice.
Outside their element water elementals are less effective, and they lose 1 point from each die of damage they inflict.
In a body of water they attack at full effect, move more swiftly, can upset small craft (1 ton of craft per hit die of elemental), or slow or stop craft (1 ton of vessel can be stopped per hit point of elemental; if greater tonnage, simply ratio the tons to hit points to find the rate the vessel is slowed).
There are many other elemental forms on the plane of water. Free-willed, intelligent beings are common as well as much more powerful elementals of the sort dealt with here. It is possible that they are ruled by a god-like king.
12 HD: hp 54; THAC0: 9; Hits As: +4; MORALE: +60%; SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10; LEVEL: VIII
16 HD: hp 72; THAC0: 7; Hits As: +4; MORALE: +80%; SAVES: Poison 4, Petrify 5, Wand 6, Breath 4, Spell 7; LEVEL: IX