Complete Elemental Family for 5E

Want to summon your own Elementals?

Foe Foundry's complete Elemental Family

Elementals are the primal forces of nature given will and agency. They're living hurricanes, walking infernos, mobile mountains, and angry tides. These powerful forces should command respect and awe from players with interesting and unique abilities that highlight their primal nature. The basic 5E SRD Elementals become stale pretty quickly.

That's why we created the Complete Elemental Family for Foe Foundry:

  • 12 unique elemental variants spanning CR 1/4 to CR 12
  • 35+ custom elemental powers that capture their primal nature
  • 4 complete elemental families (Air, Fire, Earth, Water) with variants for every challenge level
  • Dozens of table-ready encounters and adventure hooks that you can drop directly into your sessions
  • Enhanced lore that makes these creatures feel like living forces of nature

Earth Elemental - a lumbering mountain

Air Elementals

Air elementals are the embodiment of storm and wind, flowing from gentle breezes to devastating hurricanes.

Air Elemental

Summoned with Foe Foundry

Large Elemental

AC 15 Initiative +5 (15)

HP 97 (13d10 + 26)

Speed 10 ft., fly 90 ft.(hover)

Mod Save
Str 11 +0 +0
Dex 20 +5 +5
Con 14 +2 +2
Mod Save
Int 8 -1 -1
Wis 12 +1 +1
Cha 8 -1 -1

Resistances Thunder

Immunities Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 11

Languages Auran

CR 5 (1,800 XP; PB +2)

Traits

Lightning Affinity. The elemental gains immunity to lightning damage. It gains advantage on its attacks while it is in an environment where sources of lightning damage are prevalant.

Actions

Multiattack. The elemental makes two Wind Lash attacks.

Wind Lash. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) bludgeoning damage and 7 (2d6) lightning damage. On a hit, the target is pushed up to 10 feet horizontally.

Reactions

Swift as the Wind (1/day). When an opponent misses the elemental with an attack, the elemental can move up to half its speed without provoking opportunity attacks and make one attack. The attack deals an additional 2 lightning damage if it hits.

Air Elemental - the fury of the storm

Fire Elementals

Fire elementals range from flickering sparks to raging infernos that reshape entire battlefields.

Fire Elemental

Summoned with Foe Foundry

Large Elemental (Fire, Elemental)

AC 14 Initiative +4 (14)

HP 82 (11d10 + 22)

Speed 50 ft.

Mod Save
Str 12 +1 +1
Dex 18 +4 +4
Con 14 +2 +2
Mod Save
Int 8 -1 -1
Wis 12 +1 +1
Cha 9 -1 -1

Vulnerabilities Cold

Resistances Piercing, Slashing

Immunities Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 11

Languages Ignan

CR 5 (1,800 XP; PB +2)

Traits

Fire Affinity. The elemental gains immunity to fire damage. It gains advantage on its attacks while it is in an environment where sources of fire damage are prevalant.

Water Vulnerability. When the elemental takes cold damage or is partially submerged in water, it can't use any recharge or limited use abilities until the start of its next turn. The elemental is vulnerable to cold damage and has resistance to piercing and slashing damage.

Actions

Multiattack. The elemental makes two Fiery Touch attacks.

Fiery Touch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage and 10 (3d6) fire damage. On a hit, the target gains Burning [5 (1d10) fire]. A burning creature suffers 5 (1d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.

Reactions

Smoke Form (1/day). After being hit by an attack, the elemental turns into smoke and gains resistance to all damage until the start of its next turn. Each creature within 10 feet must make a DC 14 Constitution saving throw or be Blinded until the end of its next turn.

Fire Elemental - a blazing walking inferno

Earth Elementals

Earth elementals are walking fortresses, from small stone constructs to mountain-sized colossi.

Earth Elemental

Summoned with Foe Foundry

Large Elemental (Earth, Elemental)

AC 16 Initiative -1 (9)

HP 102 (12d10 + 36)

Speed 30 ft., burrow 30 ft.

Mod Save
Str 20 +5 +5
Dex 9 -1 -1
Con 16 +3 +3
Mod Save
Int 7 -2 -2
Wis 12 +1 +1
Cha 7 -2 -2

Vulnerabilities Thunder

Immunities Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses Darkvision 60 ft., Passive Perception 11

Languages Terran

CR 5 (1,800 XP; PB +2)

Traits

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two Boulder Fist attacks.

Boulder Fist. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 15 (3d6 + 5) bludgeoning damage. On a hit, the target is Grappled (escape DC 15).

Reactions

Metallic Body (1/day). When the elemental would be hit by an attack, it gains +2 to its AC. If the attack still hits and was made with a mundane weapon or projectile, the attacker rolls a d20. On a 1-9, the weapon or projectile shatters.

Earth Elemental - a lumbering mountain

Water Elementals

Water elementals flow from gentle streams to crushing tidal waves that drown entire armies.

Water Elemental

Summoned with Foe Foundry

Large Elemental (Water, Elemental)

AC 13 Initiative +1 (11)

HP 97 (13d10 + 26)

Speed 30 ft., swim 30 ft.

Mod Save
Str 18 +4 +4
Dex 13 +1 +1
Con 14 +2 +2
Mod Save
Int 7 -2 -2
Wis 12 +1 +1
Cha 10 +0 +0

Vulnerabilities Lightning

Resistances Acid, Bludgeoning

Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft., Passive Perception 11

Languages Aquan

CR 5 (1,800 XP; PB +2)

Traits

Hydrated. The elemental regains 20 hit points if it starts its turn in or on top of a source of water.

Lightning Vulnerability. When the elemental takes lightning damage, it can't use any recharge or limited use abilities until the start of its next turn. The elemental is vulnerable to lightning damage and has resistance to bludgeoning damage.

Actions

Multiattack. The elemental makes three Tidal Slam attacks.

Tidal Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) bludgeoning damage and 3 (1d6) fire damage.

Drowning Embrace (Recharge 5-6). The elemental moves up to its speed without provoking opportunity attacks and can enter a Large or smaller creature's space. The creature must make a DC 14 Strength saving throw. On a failure, it is Grappled and Restrained by the elemental. At the start of each of the grappled creature's turns, it takes 18 (4d8) bludgeoning damage and must make a DC 14 Constitution saving throw or begin suffocating.

Reactions

Liquid Form (1/day). When the elemental would be hit by an attack, it can turn into liquid form, gaining +2 AC and resistance to all damage until the start of its next turn.

Water Elemental - the force of the tides

4 Interesting Air Elemental Powers

Drown Out the Noise

Traits

Drown Out the Noise. Any creature that begins to cast a spell with a verbal component within 10 feet of the elemental must choose to either take 7 (3d4) thunder damage or be unable to cast the spell.

Used by Air Elemental, Druid, Mage

Drown Out the Noise is a unique, interesting, and flavorful power that encourages you to hunt down casters.

Lightning Impetus

Reactions

Lightning Impetus (1/day). At the start of combat, the elemental can move up to its speed and make one attack with advantage, dealing an additional 7 (3d4) lightning damage on a hit.

Used by Air Elemental, Druid, Mage

Swift as the Wind

Reactions

Swift as the Wind (1/day). When an opponent misses the elemental with an attack, the elemental can move up to half its speed without provoking opportunity attacks and make one attack. The attack deals an additional 2 lightning damage if it hits.

Used by Air Elemental, Druid, Mage

Lightning Impetus and Swift as the Wind are great for Skirmishing.

Gust and Gale

Bonus Actions

Gust and Gale (Recharge 5-6). Each creature within 20 feet of the elemental must make a DC 15 Strength saving throw. On a failure, the elemental chooses to either pull the creature up to 20 feet closer or push it up to 20 feet away. If the creature fails the save by 5 or more, it is knocked Prone and takes 18 (4d8) bludgeoning damage.

Used by Air Elemental, Druid, Mage

Gust and Gale is a replacement for the standard Whirlwind on the SRD statblock. You can use the push and pull ability to push melee threats away and pull casters in close.

5 Unique Earth Elemental Powers

Mud Trap

Actions

Mud Trap (1/day). The elemental creates a Medium Mud Trap Token (AC/DC 15, 3 Charges) in an unoccupied space within 30 feet. The terrain within a 20-foot emanation of the token becomes difficult terrain. Any creature that ends its turn within the emanation must make a DC 15 Strength saving throw or become Restrained. A creature that fails this save twice becomes Prone. A creature that fails this save three times begins suffocating as it's pulled into the quicksand.

Used by Earth Elemental Massif (CR 8)

The Mud Trap ability creates a battlefield control Token that can drag enemies into quicksand.

Earthen Grasp

Actions

Earthen Grasp (Recharge 5-6). The elemental causes earth or stone within 60 feet to grab a creature within 10 feet of a solid surface. The target must make a DC 15 Strength saving throw or be Restrained (save ends at end of turn). A restrained creature takes 7 (2d6) bludgeoning damage at the start of each of its turns.

Used by Earth Elemental Massif (CR 8)

Earthen Grasp gives you a cinematic moment as a giant stone hand comes out of the wall and pins a PC.

Metallic Body

Reactions

Metallic Body (1/day). When the elemental would be hit by an attack, it gains +2 to its AC. If the attack still hits and was made with a mundane weapon or projectile, the attacker rolls a d20. On a 1-9, the weapon or projectile shatters.

Used by Earth Elemental (CR 5), Earth Elemental Massif (CR 8), Earth Elemental Pebblar (CR 1/4)

Metallic Body is a great way to showcase the futility of stabbing a walking boulder.

Stone Spike Eruption

Actions

Stone Spike Eruption (Recharge 5-6). The elemental causes stone spikes to erupt in a 20-foot square within 60 feet. The area becomes difficult terrain. When a creature moves into or within the area, it takes 2 (1d4) piercing damage for every 5 feet it travels.

Used by Earth Elemental Massif (CR 8)

Players love to cast Spike Growth. What happens when the monsters do too?

Earthshaker

Traits

Earthshaker. Whenever the frost giant moves, all medium or smaller creatures that are within 10 feet of the frost giant must make a DC 15 Strength check or fall Prone. A creature that falls prone in this way loses concentration.

Actions

Earthshaker Stomp (1/day). The frost giant stomps its foot, creathing a massive shockwave. Each creature in a 45 ft cone must make a DC 15 Strength saving throw or take 40 (9d8) Thunder damage and be Dazed. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions. A creature that is immune to being Stunned cannot be Dazed

Used by Earth Elemental, Frost Giant, Zombie

Earthshaker is great to convey the immensity of an Earth Elemental.


5 Water Elemental Powers to Drown the PCs

Water Whip

Actions

Water Whip. The elemental lashes out with a whip of water at a creature within 15 feet. The target must make a DC 14 Strength saving throw. On a failure, it takes 7 (3d4) bludgeoning damage and must drop one item of the elemental's choice that it is holding. The item lands at the target's feet.

Used by Water Elemental Torrential (CR 10)

Water Whip is unique and the disarm ability can create interesting situations, especially if whatever the player is forced to drop is suddenly sinking into the depths below...

Drowning Embrace

Actions

Drowning Embrace (Recharge 5-6). The elemental moves up to its speed without provoking opportunity attacks and can enter a Large or smaller creature's space. The creature must make a DC 14 Strength saving throw. On a failure, it is Grappled and Restrained by the elemental. At the start of each of the grappled creature's turns, it takes 18 (4d8) bludgeoning damage and must make a DC 14 Constitution saving throw or begin suffocating.

Used by Water Elemental (CR 5), Water Elemental Torrential (CR 10)

Tidal Surge

Actions

Tidal Surge (Recharge 5-6). Creatures within 20 feet of the elemental must make a DC 14 Strength saving throw. On a failure, they take 22 (9d4) bludgeoning damage and are knocked Prone. Small or smaller creatures, or creatures in water, make this save with disadvantage.

Used by Water Elemental Torrential (CR 10)

Drowning Embrace and Tidal Surge highlight what it would be like to fight an animated lake.

Water Clones

Bonus Actions

Water Clones (1/day). The elemental creates three watery duplicates of itself that swirl around its form. These clones function as in the Mirror Image spell, having AC 11. When a clone is destroyed, it splashes harmlessly back into ordinary water.

Used by Water Elemental (CR 5), Water Elemental Torrential (CR 10), Water Elemental Whisp (CR 1/4)

Water Clones adds a little variety to the Water Elemental and highlights the mercurial nature of water.

Hydrated

Traits

Hydrated. The elemental regains 20 hit points if it starts its turn in or on top of a source of water.

Used by Water Elemental (CR 5), Water Elemental Torrential (CR 10), Water Elemental Whisp (CR 1/4)

Hydrated is just a basic regeneration ability, but it encourages you to stage the encounter in an interesting environment with lots of water sources.


3 Superheated Fire Elemnetal Powers

Raging Flames

Actions

Raging Flames (Recharge 5-6). The wizard creates a Medium Raging Flames Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Raging Flames takes 11 (2d10) fire damage.

Used by Lich, Fire Elemental, Mage

Raging Flames lets the Fire Elemental affect the terrain directly by lighting everything on fire.

Smoke Form

Reactions

Smoke Form (1/day). After being hit by an attack, the elemental turns into smoke and gains resistance to all damage until the start of its next turn. Each creature within 10 feet must make a DC 14 Constitution saving throw or be Blinded until the end of its next turn.

Used by Fire Elemental (CR 5), Fire Elemental Blazer (CR 12), Fire Elemental Sparkling (CR 1/2)

Players probably won't expect Smoke Form and it's a nice flavorful ability.

Fiery Burst

Reactions

Fiery Burst (1/day). When the elemental is hit by a melee attack, their form explodes with fiery energy. Each other creature within 5 ft must make a DC 14 Dexterity saving throw, taking 15 (6d4) fire damage on a failure and half as much damage on a success.

Used by Skeleton, Remorhaz, Fire Elemental

Fiery Burst is pretty simple, but it helps sell the natural consequences of attacking a walking bonfire.


Table-Ready Elemental Encounters

Drop these encounters directly into your next session:

Sky Pirates' Captive Storm: Sky pirates have chained an Air Elemental Electral beneath their flying ship, using its anguished winds for propulsion. The creature's rage grows stronger each hour. Will the party free the elemental and risk plummeting from the sky, or leave it enslaved to these cruel pirates?

Forest Fire Symphony: A Fire Elemental Blazer conducts a forest fire as a symphony of destruction, its form pulsing brighter with each tree that catches fire. Trapped villagers cry for help from a mill at the blaze's edge.

Want to see more Elemental encounters?

More elemental encounter ideas →

Elemental Adventure Hooks

These hooks can shape entire story arcs:

The Dissolving Village: A strange phenomenon causes people near certain water sources to gradually become more fluid, eventually dissolving into Water Elementals while retaining fragments of their memories. An ancient Water Elemental Torrential trapped beneath the town has been unconsciously calling to the water within living beings. The party must find a way to free the elemental, destroy it, or sever its connection to the townsfolk before everyone becomes living water.

The Living Boulders: A farming village has angered a group of Earth Elemental Pebblars by trying to clear otherwise fertile farmland that is dotted with many boulders that are now coming to life. The "rocks" are fighting back, and the villagers need the party to negotiate peace or relocate the elemental colony.

Looking for more Elemental Adventure Hooks?

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Summon Your Own

Try creating your own Fire Elemental below!