Ember's Elemental Beastiary


Elementals
Elementals are creatures not natural to the plane in which Tyrra resides. They may be summoned to our plane, or they may pass through interdimensional tears or "rifts" that sometimes connect their dimensions to ours for a time. All elementals listed in this section are affected by the Banish spell, as they are all extra-planar. Elementals do not possess a metabolism, cannot be poisoned, and are immune to spells of Death, Sleep, and Paralyze. Dispel Magic spells also seem to cause some pain to elementals. As elementals, their strength varies according to their "rank" or level in the hierarchy. There are two sorts of Elements and Elementals, "Primal" or physical elements, Or "Temporal" or time based elements.


Primal Elements


Air: Air elementals appear as swirling mists with lightning bolts dancing inside them. Most appear capable of casting Lighting Bolt and Lightning Storm spells at will. These spells also heal them. Air elementals cannot be confined in any way and many require magical weapons to damage them. Some may literally suck the breath from you, taking away your ability to speak or cast spells as effectively as Turing's Mystic Muzzler may.


Fire: Fire Elementals look like vaguely humanoid-shaped flames. They are healed by spells of fire but vulnerable to those cold-based. As they do not possess solid forms, they are immune to binding spells. Fire elementals are able to throw balls of fire at their opponents, and I have seen some enflame foes' weapons to cause them to be dropped. Ice Storms will destroy most fire elementals.


Earth: These elementals are moving mounds of earth and rock. but most appear capable of throwing physical webs, much like giant spiders. These webs are easy to break with an Endow spell, however. They are harmed by Shatter and Destroy spells; Tyrr's Damage Reducer and Trisilia's Curse are very effective in fighting them as well.


Water: These elementals appear as humanoid-shaped pools of walking water. They possess a vulnerability to fire-based spells… As they do not possess solid forms, they are immune to binding spells. …... They may also shoot jets of water to force their opponents away.

Temporal


Chaos: Chaos elementals most often appear in humanoid form. They are distinguished by their white-green glowing markings. Some chaos elementals have a magical buffer around them, which makes them resilient to all attacks except those made by the most experienced warriors. Chaos elementals can cast necromantic spells at will and are dangerous opponents.

Order: Order elementals most often appear in humanoid form. They are distinguished by their white and gold skin markings They would likely be most susceptible to necromantic attacks, but I never seen the attempt made and cannot verify that. Dispel Magic, Shatter and Destroy might also be particularly effective against them, should the need ever arise.

Darkness: Most darkness elementals take the forms of shadows, but there are greater ones to be sure.

Light:

Death /Destruction: Death elementals appear in a variety of forms, most normally that of an animated corpse. Some say these creatures assume the form their victims imagine most appropriate for Death itself. Life spells and powerful healing seem to have some damaging effect, but it is difficult to tell how much. Destruction elementals are a subclass of death elementals. Their skin usually has a sickly orange cast to it. Destruction elementals have short tempers and relish what their plane represents They usually can cast endless Shatter and Destroy spells and the strikes from their claws sometimes carry these harmful effects with them as well.. Destruction elementals also heal from Shatter and Destroy spells. Banish spells are a particularly affective method of dealing with these.


Life/Creation: Life elementals are the source of many rumors among mortals, particularly in children's tales. Some old songs say that unicorns are really life elementals. They are susceptible to necromantic attacks which speed the dying cycles in the world, and Death spells. The balance of their own life force might actually be so delicate that healing spells may disrupt them as well, however.

Dream: Morpheus rules the dream elementals. The nightmare variety enjoys causing mental distress in mortals, most often through bad dreams. Their appearance can vary according to their wishes. Sleeping with a web of string called a "Dream Catcher" over your bed is rumored to protect against these creatures as does the Harmonics spell "rest." They are harmed by Awaken spells.


Reason:

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Time: Time elementals are ruled by the "Mistress of Time."