Elementals
Primal Embodiments of the Forces of Nature
Elemental Statblocks
Below are fully scalable, flavorful 5E Elemental statblocks built with the Foe Foundry Monster Generator.
Creature | CR Range | Tagline | Variants |
---|---|---|---|
Air Elementals | 1/2–11 | tempestuous spirits of the endless sky | Air Elemental Breezeling, Air Elemental, Air Elemental Electral |
Fire Elementals | 1/2–12 | living flame and destruction | Fire Elemental Sparkling, Fire Elemental, Fire Elemental Blazer |
Earth Elementals | 1/4–8 | living mountains of stone and soil | Earth Elemental Pebblar, Earth Elemental, Earth Elemental Massif |
Water Elementals | 1/4–10 | mercurial spirits of flowing water | Water Elemental Whisp, Water Elemental, Water Elemental Torrential |
What Are Elementals?
Elementals are living manifestations of the fundamental forces that compose reality itself. Born from the Elemental Planes, these beings embody the raw, untamed power of air, fire, earth, and water. They are neither good nor evil, existing beyond mortal concepts of morality—they simply are, as inevitable and eternal as the elements themselves.
When the barriers between planes grow thin—during great storms, volcanic eruptions, earthquakes, or floods—elementals can slip through into the Material Plane. Others are summoned by powerful spellcasters seeking servants or weapons. Whether appearing as gentle breezes or apocalyptic hurricanes, flickering candle flames or raging infernos, small stones or walking mountains, babbling brooks or crushing tsunamis, elementals bring the primal chaos of their home planes wherever they manifest.
Common Traits and Tactics
Each elemental type embodies its element's fundamental nature. Air elementals value freedom and movement, striking with speed and evasion. Fire elementals are aggressive and destructive, consuming everything in their path. Earth elementals are patient and immovable, wearing down foes with implacable strength. Water elementals are adaptive and persistent, flowing around obstacles and drowning those who underestimate them.
All elementals share certain characteristics: they don't age, require no sustenance, and speak only their native elemental tongue (Auran, Ignan, Terran, or Aquan). Most yearn to return to their home planes and resist being bound to the Material Plane. When an elemental is "slain" on the Material Plane, it typically disperses and reforms on its native plane, unable to return for some time.
Elemental Encounters and Adventures
How to Run Elementals In Your 5E Campaign
Elementals aren't mindless forces—they have consciousness and purpose, even if their alien nature makes them difficult for mortals to understand. An air elemental might rage against confinement, a fire elemental might be drawn to burn a particular structure, an earth elemental might guard a sacred geological formation, or a water elemental might simply seek to restore natural water flow.
The best elemental encounters emphasize environmental interaction. Use terrain, weather, and elemental weaknesses to create dynamic battles. Fire elementals threaten to spread flames. Water elementals flood chambers. Earth elementals reshape terrain. Air elementals create dangerous wind currents. Don't just treat them as bags of hit points—make players think about how to counter elemental forces.
Elemental Encounter Ideas
Bring primal power to your table with these ready-to-run 5E elemental encounters. Each one is an open-ended situation to shake up your next session:
- A Fire Elemental Sparkling has taken residence in the party's campfire and refuses to leave, following them from camp to camp and occasionally setting things ablaze "playfully."
- An ancient smithy erupts in supernatural flames as a Fire Elemental emerges from the forge, drawn to magical weapons and armor the party carries.
- Two Air Elementals battle over territory in a mountain canyon, their conflicting winds creating deadly crosscurrents and lightning strikes that trap travelers below.
- A confused farmer reports his well water has become "restless"—a Water Elemental Whisp has formed in the underground spring and is seeking a new outlet to the surface.
- The party stumbles into a meadow where an Earth Elemental is slowly surfacing. It mistakes them for underground threats and attacks, believing they're trying to force it back down.
- A Fire Elemental Blazer conducts a forest fire like a symphony of destruction, its form pulsing brighter with each tree that catches flame as trapped villagers cry for help.
- 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.
- An Earth Elemental Massif blocks a crucial mountain pass, mistaking the party for the ancient enemies it was set to guard against centuries ago.
More Encounter Ideas
See individual monster pages (Air Elementals, Fire Elementals, Earth Elementals, Water Elementals) for additional encounter ideas
Elemental Adventure Ideas
These Elemental adventure hooks are perfect for building entire arcs around primal forces and elemental conflicts or for running a 5E elemental one-shot:
- A Conjurer Mage desperately seeks the party's help to break the binding ritual holding an Air Elemental Electral captive. The creature's imprisonment is poisoning local weather patterns, creating devastating storms that threaten nearby settlements.
- The party inherits a remote mountain forge from an eccentric uncle, only to discover it's inhabited by a territorial Fire Elemental Blazer that considers the facility its sacred domain. The elemental will only negotiate if the party proves their worthiness through trials of fire and craftsmanship.
- A farming village has angered a group of Earth Elemental Pebblars by clearing fertile farmland dotted with boulders that are actually young earth elementals. Now the "stones" are coming to life and fighting back.
- 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.
- Three Air Elemental Breezelings have begun "playing" with the town's windmill, spinning it so fast it threatens to tear apart. The local miller begs the party to convince the innocent creatures to find a new playground before they destroy the harvest.
- A Druid has awakened ancient menhirs and sent them shambling towards a nearby city—they're Earth Elementals commanded to level the city and return it to the wilderness.
- A spurned lover's dying curse has awakened a Fire Elemental that emerges from a random hearth each night, wreaking havoc on the village. The PCs must find a way to cool the elemental passion or disperse the threat.
- A merchant prince offers a fortune to anyone who can capture an Air Elemental alive. He claims he needs its winds to power his flying ship, but the party soon discovers he plans to use the creature as a weapon against trading rivals.
More Adventure Ideas
See individual monster pages (Air Elementals, Fire Elementals, Earth Elementals, Water Elementals) for additional adventure ideas
Related Articles
- Air Elementals - Complete statblocks, lore, and encounters
- Fire Elementals - Complete statblocks, lore, and encounters
- Earth Elementals - Complete statblocks, lore, and encounters
- Water Elementals - Complete statblocks, lore, and encounters
FAQ
What types of elementals exist in D&D 5E?
D&D 5E includes four core types of elementals representing the classical elements: Air, Fire, Earth, and Water. Each has distinct combat styles, abilities, and tactical considerations. Some campaigns also feature para-elementals (ice, magma, ooze, smoke) or quasi-elementals combining elements with positive or negative energy.
What CR are elementals in 5E?
Elementals range from CR 1/2 to CR 11 in this collection. Smaller variants like Air Elemental Breezeling, Fire Elemental Sparkling, Earth Elemental Pebblar, and Water Elemental Whisp are CR 1/2, perfect for low-level encounters. Standard elementals range from CR 5-6, while the most powerful variants like Air Elemental Electral, Fire Elemental Blazer, Earth Elemental Massif, and Water Elemental Torrential reach CR 11.
Are there homebrew or variant elemental statblocks for 5E?
Yes! Foe Foundry offers fully scalable, homebrew-friendly statblocks like the Air Elemental Electral, Fire Elemental Blazer, Earth Elemental Massif, and Water Elemental Torrential. These variants add unique powers, flavorful tactics, and encounter-ready abilities not found in the SRD, spanning CR 1/2 through CR 11 to fit any tier of play.
What are good tactics for using elementals in 5E encounters?
Elementals should interact with their environment. Fire Elementals spread flames and ignite terrain. Water Elementals create flooding and difficult terrain. Earth Elementals reshape battlefields and move through stone. Air Elementals create wind effects and control aerial space. Use their elemental vulnerabilities and resistances—water against fire, lightning against water, etc.—to reward creative thinking.
How do you summon elementals in D&D 5E?
The conjure elemental spell (5th level) is the primary method, requiring concentration and a large area of the element (bonfire, air, earth, or water) to summon an elemental. The spell is risky—if concentration breaks, the elemental becomes hostile. Other methods include planar breaches, magical items, or environmental effects during storms, earthquakes, eruptions, or floods.
What size are elementals in D&D 5E?
Size varies by power. Lesser elementals (Air Elemental Breezeling, Fire Elemental Sparkling, Earth Elemental Pebblar, Water Elemental Whisp) are Small. Standard elementals are Large. The most powerful variants (Air Elemental Electral, Fire Elemental Blazer, Earth Elemental Massif, Water Elemental Torrential) are Huge, taking up a 3x3 space on the grid and dominating the battlefield.
Do elementals have resistances or immunities?
Yes! All elementals are immune to poison damage and the poisoned condition. Additionally, each type has specific resistances and immunities related to its element. Fire Elementals are immune to fire damage, Water Elementals resist fire and are vulnerable to lightning, Earth Elementals resist weapon damage, and Air Elementals resist lightning. Many also have resistances to nonmagical damage.