Elementals: CR 1/2 & CR 2
Elementals: CR 1/2 & CR 2
Elementals: CR 1/2 & CR 2
CR 1/2 & CR 2
Introduction: You find yourself in the middle of battle and think if only you had another
ally to help. Your arcane studies or your inborn ability suggests you to call an elemental
force to aid you and your party. At that point you realize the known incarnations made of
air, earth, fire, and water are too strong for your powers.
It is now time to call forth something within your scope of abilities. You can now conjure
a smaller elemental or a group of them to aid you in your defense.
A supplement of less powerful elementals for your spell casters or for a GM to use as
an encounter for upcoming adventures.
by T.A. THOMPSON
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This work contains material that is Copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
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All other original material in this work is Copyright 2016 by T.A. Thompson and published under the Community Content Agreement for Dungeon Masters Guild.
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Elementals CR 1/2
Air Elemental (Small) Earth Elemental (Small)
Small elemental, neutral Small elemental, neutral
Armor Class: 12 Armor Class: 14 (natural)
Hit Points: 18 (4d6+4) Hit Points: 22 (4d6+8)
Speed: 0 ft., fly 60 ft., (hover) Speed: 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2) 16 (+3) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 5 (-3)
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Fire Elemental (Small) Water Elemental (Small)
Small elemental, neutral Small elemental, neutral
Armor Class: 12 Armor Class: 12(natural)
Hit Points: 18 (4d6+4) Hit Points: 22 (4d6+8)
Speed: 30 ft. Speed: 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 7 (-2) 14 (+2) 12 (+1) 14 (+2) 5 (-3) 10 (+0) 8 (-1)
Fire Form: The elemental can move through a Water Form: The elemental can enter a hostile
space as narrow as 1 inch wide without creature’s space and stop there. It can move
squeezing. A creature that touches the through a space as narrow as 1 inch wide
elemental or hits it with a melee attack while without squeezing.
within 5 feet of it takes 3 (1d6) fire damage. In
addition, the elemental can enter a hostile Freeze: If the elemental takes cold damage, it
creature’s space on a turn, that creature takes partially freezes; its speed is reduced by 20
3 (1d6) fire damage and catches fire until feet until the end of its next turn.
someone takes an action to douse the fire, the
creature takes 3 (1d6) fire damage at the start ACTIONS:
of each of its turns. Slam: Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 7(1d8+2) bludgeoning
Illumination: The elemental sheds bright light damage.
in a 10 foot radius and dim light in an
additional 10 feet. Whelm (Recharge 6): Each creature in the
elemental’s space must make a DC 11 STR saving
Water Susceptibility: For every 5 feet the throw. On a failure, a target takes 7 (1d8+2)
elemental moves in water, or for every gallon bludgeoning damage. If it is a Small or Tiny
of water splashed on it, it takes 3 cold damage. creature it is also grappled (escape DC 11). Until
this grapple ends, the target is restrained and
ACTIONS: unable to breathe unless it can breathe water. If
Touch: Melee Weapon Attack: +3 to hit, reach the saving throw is successful, the target is
5 ft., one target. Hit: 6 (1d6+2) fire damage. If the pushed out of the elemental’s space.
target is a creature or a flammable object, it The elemental can only grapple one creature at
ignites. Until a creature takes an action to douse a time. At the start of each of the elemental’s
the fire, the target takes 3 (1d6) fire damage at turns, the target grappled takes 7 (1d8+2)
the start of each of its turns. bludgeoning damage. A creature within 5 feet of
the elemental can pull a creature or object out of
it by taking an action to make a DC 11 STR check
and succeeding.
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Elementals CR 2
Air Elemental (Lesser) Earth Elemental (Lesser)
Medium elemental, neutral Medium elemental, neutral
Armor Class: 14 Armor Class: 15 (natural)
Hit Points: 45 (7d8+14) Hit Points: 52 (7d8+21)
Speed: 0 ft., fly 90 ft.(hover) Speed: 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 6 (-2) 10 (+0) 6 (-2) 18 (+4) 9 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
Air Form: The elemental can enter a hostile Earth Glide: The elemental can burrow through
creature’s space and stop there. It can move non-magical, unworked earth and stone.
through a space as narrow as 1 inch wide While doing so, the elemental doesn’t disturb
without squeezing. the material it moves through.
ACTIONS:
Multiattack: The elemental makes two attacks. Siege Monster: The elemental deals double
damage to objects and structures.
Slam: Melee Weapon Attack: +5 to hit, reach ACTIONS:
5 ft., one target. Hit: 9 (1d8+4) bludgeoning
damage. Multiattack: The elemental makes two slam
attacks.
Whirlwind: (Recharge 5-6): Each creature in the
elemental’s space must make a DC 13 STR saving Slam: Melee Weapon Attack: +5 to hit, reach
throw. On a failed save, a target takes 5 ft., one target. Hit: 9 (1d8+4) bludgeoning
11 (2d8+2) bludgeoning damage and is flung up damage.
to 20 feet away from the elemental in a random
direction and knocked prone. If a thrown target
strikes an object, such as a wall or floor, the
target takes 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. If the target is
thrown at another creature, that creature must
succeed on a DC 13 DEX saving throw or take the
same damage and be knocked prone. If the
saving throw is successful, the target takes half
the bludgeoning damage and isn’t flung or
knocked prone.
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Fire Elemental (Lesser) Water Elemental (Lesser)
Medium elemental, neutral Medium elemental, neutral
Armor Class: 13 Armor Class: 13(natural)
Hit Points: 45 (7d8+14) Hit Points: 52 (7d8+21)
Speed: 50 ft. Speed: 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16(+3) 14 (+2) 6 (-2) 10 (+0) 7 (-2) 16 (+3) 13 (+1) 16 (+3) 5 (-3) 10 (+0) 8 (-1)
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At the start of each of the elemental’s turns,
each target grappled takes 8 (1d8+3)
bludgeoning damage. A creature within 5 feet of
the elemental can pull a creature or object out of
it by taking an action to make a DC 13 STR check
and succeeding.
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