What Are All the Elementals and Paraelementals?

X-Calator

First Post
I've heard of 'em all before, of course, I just don't know where to get an organized list. It's more of just a curiosity than anything else.
 

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I believe I can answer this. These creatures are inhabitants of the Inner Planes - the planes of existance that form the basic building blocks of the material (elements) and the life and death(energy) of the Prime Material Plane (or just the 'Material Plane' in 3rd-ed.). I include here only 'true' elemental beings - basic living manifestations of their planes - and not other creatures with the 'Elemental' type, like belkers (MM) and stone spikes (MM2)

The elementals come from the four elemental planes: earth, fire, air, and water. Their 3E stats are all included in the Monster Manual.

The paraelementals come from the four paraelemental planes - planes formed where two elemental planes touch: magma (earth and fire), smoke (fire and air), ice (or more appropriately 'cold' - air and water), and ooze (water and earth). Fire and water, and earth and air, do not touch. They all originally appeared in the Planescape Monstrous Compendium Appendix 3. All the paraelementals are included in 3E format in the Manual of the Planes.

The quasielementals come from the eight quasielemental planes - planes formed where the elemental planes touch the energy planes: mineral (earth and positive energy), radiance (fire and positive energy), lightning (air and positive energy), steam (or more appropriately 'mist' - water and positive energy), dust (earth and negative energy), ash (fire and negative energy), vacuum (air and negative energy), and salt (water and positive energy). They also all appeared in the PS MC 3 (save the lightning quasielemental, which was drawn from the old adventure 'Through the Magic Mirror'). None of them have been converted to 3E, except for the lightning quasielemental, which is in the Creature Catalog.

Also of note are the two (official) energons - creatures from the two energy planes: the xag-ya (positive energy) and xeg-yi (negative energy). They are from the 1E adventure 'Lost Caverns of Tsojcanth' and later appeared in the 2E PS MC 3. Both are in 3E in the Manual of the Planes.

I should point out that, according to the Manual of the Planes, the paraelemental and quasielemental planes do not exist in the 3E cosmology. If you're going straight by the book, then the paraelementals and quasielementals can be found on both of the planes that make up their being, rather than having planes of their own.

Hope that helps. :)
 
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Filby said:
Also of note are the two (official) energons - creatures from the two energy planes: the xag-ya (positive energy) and xeg-yi (negative energy). They are from the 1E adventure 'Lost Caverns of Tsojcanth' and later appeared in the 2E PS MC 3. Both are in 3E in the Manual of the Planes.

There is a third energon (and yes, it is official) - the Xag-Az. Unlike the other two, it is an Astral creature. You can see it here: http://www.wizards.com/dnd/article.asp?x=dnd/psi/psi20021122c
 

Wow, Filby, that is so much cooler than I thought. I wonder why the 3e cosmology changed from the older ones, though... is it simpler, you think?
 


X-Calator said:
Wow, Filby, that is so much cooler than I thought. I wonder why the 3e cosmology changed from the older ones, though... is it simpler, you think?

Thanks! :) Yeah, I'd say it's a good deal simpler than the 2E Planescape cosmology, which is good for a lot of people and is probably why they changed it, but personally I prefer the old one.
 


Awhile ago, Krishnath posted the Paraelement Creature template and Half-Paraelemental template. The Paralelementals themselves, as Filby mentioned, are detailed in WotC's "Manual of the Planes."

I followed up with the Quasielement Creature template and Half-Quasielement Creature templates.

I also worked up listings for all 8 Quasielementals (prime 4 + positive or negative). Upon reviewing the AD&D Planescape MCIII, my quasielementals bear little similarity to their original versions. I also included a more generic Lightning Elemental, with hit dice scaled to match its other elemental kin.

The two templates I made are being released in the upcoming Deluxe Book of Templates as "Demielement Creature" and "Half-Demielement Creature".

- Devon
 

Devon, would you mind sharing your quasi-elemental conversions? I'm having my group go to the plane of Ash and while I could create my own versions, it would be cool to see what you've done.
 
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No problem. Here's what I have for the Ash elementals.

Note that they were created inl ine with the AD&D tenets that Ash sucked heat away, which is why it has the Chill Touch ability and Cold subtype. The original AD&D versions actually had an area effect chilling field -- I had toned it down a bit.

One could certainly remove those abilities and make it of the Fire subtype.

- Devon


Ash Quasi-Elemental

Ash Elemental, Small
Small Elemental (Cold)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 19 (+1 size, +1 Dex, +7 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype
Saves: Fort +1, Ref +4, Will +0
Abilities: Str 12, Dex 13, Con 12, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Dodge

Ash Elemental, Medium
Medium-Size Elemental (Cold)
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 21 (+2 Dex, +9 natural)
Attacks: Slam +6 melee
Damage: Slam 1d8+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 16, Dex 15, Con 16, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7
Feats: Dodge

Ash Elemental, Large
Large Elemental (Cold)
Hit Dice: 8d8+40 (76 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: Slam +10/+5 melee
Damage: Slam 2d8+7
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype, damage reduction 10/+1
Saves: Fort +7, Ref +9, Will +2
Abilities: Str 18, Dex 17, Con 20, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Power Attack, Dodge

Ash Elemental, Huge
Huge Elemental (Cold)
Hit Dice: 16d8+112 (184 hp)
Initiative: +5 (Dex)
Speed: 30 ft.
AC: 24 (-2 size, +5 Dex, +11 natural)
Attacks: Slam +17/+12/+7 melee
Damage: Slam 2d10+7
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype, damage reduction 10/+2
Saves: Fort +12, Ref +15, Will +5
Abilities: Str 20, Dex 21, Con 24, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18
Feats: Power Attack, Cleave, Dodge, Sunder

Ash Elemental, Greater
Huge Elemental (Cold)
Hit Dice: 21d8+168 (262 hp)
Initiative: +6 (Dex)
Speed: 30 ft.
AC: 27 (-2 size, +6 Dex, +13 natural)
Attacks: Slam +20/+15/+10 melee
Damage: Slam 2d10+7
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype, damage reduction 10/+2
Saves: Fort +15, Ref +18, Will +7
Abilities: Str 20, Dex 23, Con 26, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23
Feats: Power Attack, Cleave, Improved Critical (Slam), Dodge, Sunder

Ash Elemental, Elder
Huge Elemental (Cold)
Hit Dice: 24d8+216 (324 hp)
Initiative: +7 (Dex)
Speed: 30 ft.
AC: 30 (-2 size, +7 Dex, +15 natural)
Attacks: Slam +23/+18/+13/+8 melee
Damage: Slam 2d10+7
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Chill touch, improved grab, choke, blinding flurry
Special Qualities: Elemental, immunities, cold subtype, damage reduction 15/+3
Saves: Fort +23, Ref +14, Will +8
Abilities: Str 20, Dex 25, Con 28, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26
Feats: Power Attack, Cleave, Improved Critical (Slam), Dodge, Sunder

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: Small 1; medium 3; large 5; huge 7; greater 9; elder 11
Treasure: None
Alignment: Usually Neutral
Advancement: Small 3 HD (small); Medium 5-7 HD (medium-size); Large 9-15 HD (large); Huge 17-20 HD (huge); Greater 22-23 HD (huge); Elder 25+ HD (huge)

Ash elementals hail from the quasi-elemental plane of Ash, where the elemental plane of Fire borders on the Negative Material plane. Ash elementals appear as soft, blurred, grayish humanoids. They are pretty subdued, bordering on despondent, and not very aggressive -- when attacked, they will defend themselves, but are too lethargic to pursue. When slain they fall into piles of ash.

Ash elementals speak Ignan.

Combat:
Ash elementals strike opponents with their ashen fists, leaving dark stains everywhere. Ash elementals are afraid of fire, and will not voluntarily approach sources of flame or heat.

Chill touch (Su): The touch of an ash elemental drains heat. Any creature struck by a slam attack also takes the damage listed below (Fortitude save for half; see table below). Constructs, undead, and other inorganic creatures are immune to this chill effect, as are creatures immune to level drains and negative energy.

Choke (Ex): If an ash elemental successfully grapples another creature, it can clog its airways with choking ashes as a standard action. Each round the hold is maintained, the victim must make a Fortitude save (see table below) or take 1d4 points of damage from coughing and choking on ash. Creatures that don't need to breathe are immune to this attack.

Blinding flurry (Ex): Three times per day, as a standard action, an ash elemental can shower the immediate area with flakes of ash. All creatures in a radius of 10 feet per size category must make a Reflex save (see table below) or be blinded for 2d4 rounds. They must also make another Reflex save (same DC) or choke on some of the ashes, suffering a -2 morale penalty to attack and damage rolls for 2d4 rounds as they choke out the noxious ashes.

Ash Elemental Sizes
Elemental Height Weight Chill Damage Save DC Radius
Small 4 ft. 10 lb. 1d4 12 10 ft.
Medium 8 ft. 90 lb. 1d6 15 20 ft.
Large 16 ft. 750 lb. 1d8 19 30 ft.
Huge 32 ft. 6,000 lb. 2d6 25 40 ft.
Greater 36 ft. 6,750 lb. 4d4 28 50 ft.
Elder 40 ft. 7,500 lb. 4d6 31 60 ft.

Cold subtype: Ash elementals are immune to cold, and take double damage from heat-based attacks, unless they make a Fortitude save, in which case they take normal damage.

Immunities: Immune to negative energy attacks.
 

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