I like elementals and elemental critters and elemental effects and elemental enchanted whosits. Like, I like them a lot — an affection going all the way back to when I first started poking at rpgs.
Every once in a while I start tinkering with the basic elemental lineup; while I do love playing around with the extended base-para-quasi-elemental collection from AD&D, it’s not so practical outside of those particular scenarios (but boy howdy do I love them all in Planescape!), and in any case there’s that tinkering habit.
This time around it’s less tinkering-tinkering as a collection of thematic traits for an elemental spread, and also a few tables for sprucing up any given elemental that might pop up in one’s adventures ~
Air
Earth
Fire
Water
Lightning
Ice
Sun
Moon
Darkness
Blood
white
deep brown
scarlet
deep blue
white-gold
white
deep gold
silver
charcoal
crimson
transparency
ochre
orange
teal
pale violet
pale grey
rose
pale gold
pitch black
black-ruby
pale blue
grey
yellow
pearl
ice green
silver
amber
cream
midnight blue
deep red
clarifying
mending
purifying
cleansing
revealing
preserving
nurturing
changing
concealing
growing
fugue
destruction
violence
betrayal
spite
callousness
zealotry
delusion
ennui
hunger
inquiry
dedication
passion
patience
inspiration
clarity
hope
tranquility
relief
promise
yes half of the entries are colours. no i don’t care. colour is important.
d10
Type
Shape
Demeanour
Language
01.
Air
leonine
hostile
none
02.
Earth
serpentine
neutral
Helltongue
03.
Fire
draconic
curious
High Primal
04.
Water
amorphous
friendly
common speech
05.
Lightning
geometric
grovelling
First Speech
06.
Ice
avian
overbearing
Heavensong
07.
Sun
humanoid
arrogant
High Primal
08.
Moon
arthropod
wary
druid’s speech
09.
Darkness
piscine
bargaining
beastspeech
10.
Blood
hybrid or metamorph (roll twice more, combine)
fearful
arcane cipher
granted, most elementals are also probably not speaking with mouths. but they might. you never know.
d12
Elemental Quirk
01.
divides on defeat (2 elementals of half original HD-or-equivalent)
02.
can offer creation of material goods
03.
elemental jewel heart
04.
primal nobility; expect fallout if maimed or destroyed, potential boons if aided
05.
not vulnerable to opposing element
06.
100′ range teleport ability in addition to normal actions
07.
can bestow immunity to element for 24 hrs
08.
elemental infection or engulf, continual damage to victim after successful attack
09.
“explodes” on defeat (= HD-or-equivalent)
10.
knows 1d12 spells
11.
can shapeshift into flesh and blood form or forms at will
12.
can carry touched creatures to native plane
yeah, some of these are kind of mean. I like elementals.