Elementals

Size: 3-6
Dex: 10
Armor Class: 3 (Defense: 3, no armor)
Hit Dice: 1(+6), 2(+12), 3(+18)
Damage: 1D6
Saving Throw: Fort 2+, Reflex 3+, Will 3+
Special: By type, see below
Move: 12
Challenge Level/XP: 4/22, 6/44, 8/74

Elementals are strange entities composed of air, earth, fire or water. They are not native to the world of the Woodland Warriors, but occasionally cross over to enjoy its richness. For example, an elemental of fire may be found “playing” in a volcano or an earth elemental may inhabit a deep mineral-rich, mine. Wizards may also summon these creatures if they know the proper spells. Elementals are neither good nor evil, but they can be bent to nefarious purposes by the wizard that summoned them. Although the statistics of elementals are identical, each type has their own special abilities described below.

Air Elemental (Sylph)

  • Fly a number of characters equal to its hit dice safely through the air for one hour per day.
  • Destroy an Earth elemental of its same hit dice at the cost of its own existence. A more powerful elemental suffers hit points in damage equal to the lesser elementals current hit points.
  • Gust of wind to blow away poisonous gas or knock missile weapons off course. The hit dice of the elemental must be equal to or higher than the spell level to overcome spell effects. It can do this a number of times per day equal to its hit dice.
    Increase wind speed nearby for one hour. Roll the creature’s hit dice and total the result to determine how many miles per hour wind speed increases. This can increase a ship’s speed allowing them to elude pursuers. It can do this a number of times per day equal to its hit dice.
  • Knock prone a number of enemies equal to its hit dice once per round. Characters may attempt a Strength Feat to avoid being bowled over. It can do this a number of times per day equal to its hit dice.
    Provide Oxygen to a number of characters equal to its hit dice for one hour per day.

Earth Elemental (Gnome)

  • Carry a number of characters equal to its hit dice safely through the earth for one hour per day.
    Cause an earth tremor in a circular area equal to 10 paws per hit die. Any creature in the area must make a Reflex save or fall prone. It can do this a number of times per day equal to its hit dice.
  • Destroy an Air elemental of its same hit dice at the cost of its own existence. A more powerful elemental suffers hit points in damage equal to the lesser elementals current hit points.
  • Detect secret doors, hidden pits, unsafe tunnels and other underground hazards, gold, gems or other mineral wealth on a roll of 2+ (the game master should roll this). It can do this a number of times per day equal to its hit dice.
  • Incredibly strong, the creature has a Strength Feat of 2+ and adds +1 to damage.
  • Takes half damage from from slashing or piercing weapons.

Fire Elemental (Salamander)

  • Destroy a Water elemental of its same hit dice at the cost of its own existence. A more powerful elemental suffers hit points in damage equal to the lesser elementals current hit points.
  • Protect a number of characters equal to its hit dice from the effects of fire or heat for one hour per day.
  • Set flammable things alight or heat up metallic objects (such as a weapon) so hot that they cannot be held. The range of this ability is 10 paws per hit die. It can do this a number of times per day equal to its hit dice.
  • Shoot a bolt of flame doing 1D6 damage up to 60 paws range. It can do this a number of times per day equal to its hit dice. Larger elementals can choose to shoot a larger gout of flame doing more damage in exchange for using up one ‘shot’. For example, a greater elemental could fire a 3D6 damage bolt once a day. If the target makes a Reflex save he takes half damage from the attack.

Water Elemental (Undine)

  • Carry a number of characters equal to its hit dice safely through the water for one hour per day.
  • Create drinking water sufficient for a number of characters equal to its hit dice to survive. It can do this a number of times per day equal to its hit dice.
  • Destroy a fire elemental of its same hit dice at the cost of its own existence. A more powerful elemental suffers hit points in damage equal to the lesser elementals current hit points.
  • Extinguish normal fires in a range equal to 10 paws per hit die. This includes anything up to the size of a roaring camp fire. The game master may allow larger elementals to extinguish larger fires. It can do this a number of times per day equal to its hit dice.
  • Force its way into a character’s lungs in an attempt to drown him. This causes 1D6 damage per hit die. If the character makes a Fortitude save he takes half damage. It can do this a number of times per day equal to its hit dice.

Bringing Elementals into your Game

The following spell can be found in a musty tome if the game master allows player characters are allowed to summon elementals.

Summon Elemental
Level 3
Range: Caster
Duration: 1 day or permanent (see below)

This ritual spell takes at least an hour to cast and requires 100 gp of material components. It opens a portal to the elemental plane, allowing the caster to call forth an elemental of air, earth, fire or water. The caster must make a successful Lore roll to summon the creature. A +1 bonus is added if it is a HD 1 elemental, a -1 penalty for a HD 3 elemental. The creature called forth is compelled to serve the caster for 1 day. Alternately, the caster may attempt to bind the elemental to his will, turning it into a servant. A successful Will roll is needed to accomplish this. Again, a +1 bonus is added if it is a HD 1 elemental, a -1 penalty for a HD 3 elemental. Bound elementals count against the number of hirelings a character can have in his service. If the attempt to bind the creature fails, the game master should roll a die. On an odd result, the creature is enraged and immediately attacks the caster. On an even result, the creature returns to the elemental plane immediately.

Bound elementals cannot heal damage. A wizard may release a bound elemental from his service at anytime whereupon it returns to its own plane immediately.