Follow TV Tropes

Following

Characters / Tome Of Beasts Elementals

Go To

Player Races | Creatures (Aberrations | Beasts | Celestials | Constructs | Dragons | Elementals | Fey | Fiends | Giants | Humanoids | Monstrosities | Oozes | Plants | Undead)

    open/close all folders 

    Anubian 
Challenge Rating: 2
Alignment: Chaotic Evil

  • Dishing Out Dirt: The anubian can create a sandstorm that fills a cylinder centred on itself.
  • Sentient Sands: An anubian at rest resembles a pile of sand or dust. When destroyed, it collapses into an inert pile of sand.

    Befouled Weird 
Challenge Rating: 5
Alignment: Neutral Evil

  • The Symbiote: When aquatic parasites invade a water elemental, they take control of it and seek to propagate. The host becomes a befouled weird, providing protection and an ideal environment for the parasites.
  • The Virus: Befouled weirds infect pure water elementals with their parasites, akin to ghouls infecting and turning humanoids into ghouls.

    Bilwis 
Challenge Rating: 2
Alignment: Chaotic Evil

  • Blow You Away: The bilwis is an air elemental that hides in the fields until harvest draws near, then rips through the crops, devouring and scattering the yield.

    Cherufe 
Challenge Rating: 14
Alignment: Chaotic Evil

  • Dishing Out Dirt: A cherufe can open a fissure in the ground and slam its fists to create a miniature earthquake.
  • God Guise: Cherufe live near superstitious populaces and allow themselves to be worshipped as gods of destruction. They amplify people's fear and adulation with random acts of destruction. If the locals offer live sacrifices, the cherufe eagerly devour the offerings and cease their hostilities until they once again grow hungry or restless.
  • Magma Man: A cherufe is created when a lava keeper is pulled to the Material Plane, and the lava that normally flows freely from it is instead trapped inside of it.
  • Multi-Armed and Dangerous: Four arms ending in oversized fists jut from the cherufe's torso.

    Chronalmental 
Challenge Rating: 8
Alignment: Unaligned

  • Timey-Wimey Ball: The environment behaves strangely around the chronalmental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments.

    Elemental 
Alignment: True Neutral

Blood Elemental

Challenge Rating: 5

  • Blob Monster: The blood elemental is a swirling, bubbling, ambulatory glob of blood.
  • Stripped to the Bone: When a blood elemental feeds, it removes all liquids, then liquefies and consumes the remaining flesh, and finally sucks out the marrow, leaving behind only dry red bones.

Fire-Infused Water Elemental

Challenge Rating: 7

  • Yin-Yang Bomb: Fire-infused water elementals are created when water elementals spend great lengths of time in superheated water, or are inundated with large amounts of fire magic. The elementals are irreparably changed and exist in a state between fire and water elemental, too fiery for one and too watery for the other.

Godstone Elemental

Challenge Rating: 6

  • Blinded by the Light: In its aspect of fire and passion, a godstone elemental is made of flashing fire and light bright enough to blind those who look at it.
  • Rock Monster: These elementals jump between the godstones scattered around the Wild Ozku Hills, changing shape and nature to reflect the current mood of the god the stone is linked to.

Ice Elemental

Challenge Rating: 5

  • Collector of the Strange: Ice elementals enjoy enclosing warm-blooded foes in ice and watching them freeze. Some ice elementals even decorate their lairs with these 'sculptures'.
  • The Rival: Water elementals view themselves as pure and look down upon ice elementals, which they see as lesser due to their reliance on cold temperatures. Ice elementals, in turn, believe that water elementals are inferior due to their susceptibility to cold. When the two elemental creatures meet, they posture and taunt each other before attacking.

Magnetic Elemental

Challenge Rating: 6

  • Magnetism Manipulation: Magnetic elementals are capable of switching their polarity to repel attacks and pull enemies closer.

Storm Lord

Challenge Rating: 13

  • Monster Lord: Storm lords command their lesser elemental kin in battles against each other over territory and pride, and against intruders from other planes.
  • Shock and Awe: The storm lord commands the power of lightning and thunder, and is surrounded by a ferocious storm.

Venom Elemental

Challenge Rating: 5

    Elemental Locus 
Challenge Rating: 17
Alignment: True Neutral

  • Enemy Summoner: An elemental locus can spawn an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator and are not fully independent.
  • Nature Spirit: Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are fiercely protective of their chosen location, tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster or god.
  • Resurrective Immortality: The elemental locus does not age and cannot be killed. If dropped to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity.

    Fire Dancers 
Challenge Rating: 7 (swarm)
Alignment: Neutral Evil

  • Flaming Skulls: A fire dancer is a tiny, blue flame with the likeness of a skull, created based on how the fire dancers perceive mortal creatures after they're done with them.
  • Hive Mind: Lone fire dancers have individuality, but in groups, they develop a hive mentality.

    Firegeist 
Challenge Rating: 2
Alignment: Neutral Evil

  • Back from the Dead: When a fire elemental is destroyed in a particularly humiliating fashion while summoned away from its home plane, it might return as a firegeist, which is still a fire elemental, instead of undead.
  • Roaring Rampage of Revenge: Firegeists exist to exact revenge on those who originally killed them, but cannot tell one humanoid from another, and so burning any similar creature will do, providing it is flammable.
  • Weakened by the Light: A firegeist detests magical light of any intensity.

    Fragrite 
Challenge Rating: 6
Alignment: Chaotic Neutral

    Fulminar 
Challenge Rating: 9
Alignment: True Neutral

  • Bioweapon Beast: Fulminars were either created or first summoned by powerful cloud giant sorcerers.
  • Shock and Awe: Fulminars have a strange magical ability to entrap creatures with shackles of lightning.

    Genie 

Al-Aeshma

Challenge Rating: 9
Alignment: Chaotic Evil

  • Being Tortured Makes You Evil: Al-Aeshma were djinn who declined to grant a wish, and were stripped of their wish power and handed to efreeti for 1001 years of torture and debasement, which drives them mad.

Qutrub

Challenge Rating: 1
Alignment: Neutral Evil

  • Cannibalism Superpower: Qutrub eat corpses and scavenge from the dead, drawing magical power from the flesh of intelligent creatures.

    Hongaek 
Challenge Rating: 7
Alignment: Neutral Evil

  • Absolute Xenophobe: Hongaeks hate land-dwelling lifeforms, and detest other elemental creatures just as much.
  • Combat Tentacles: A hongaek fights with a dozen vaporous tentacles.
  • Invisible Monsters: A hongaek can turn itself invisible, during which it's only detectable as a faint disturbance in the air.
  • Plague Master: The hongaek's mere presence serves to strengthen and empower diseases and poisons in its proximity.

    Ikuchi 
Challenge Rating: 8
Alignment: Chaotic Neutral

  • Sea Serpents: The ikuchi is an immense, pale-blue, eel-like creature that measures just under a hundred feet long, native to the Plane of Water.

    Incinis 
Challenge Rating: 10
Alignment: Neutral Evil

  • The Blank: The incinis' face is featureless, except for a great flaming maw that sputters and smokes as it speaks.
  • Magma Man: Incinis are made from magma and fire, often live on or near pools of magma, and seem to be capable to shaping and directing the flows of lava from active volcanoes.

    Lava Keeper 
Challenge Rating: 18
Alignment: Lawful Neutral

  • God Guise: Lava keepers are sometimes worshipped by primitive humanoids living in volcanic regions. The lava keeper is offered tribute and in return drives off harmful monsters and directs lava flows in ways that promote new life and maintain healthy soil. The two sides rarely possess the means to communicate with one another, and the lava keeper often has little understanding of the tribe's true goals or motivations.
  • Magma Man: Lava keepers are volcanic elementals from the borderlands between the Elemental Planes of Earth and Fire.
  • Mercy Kill: Lava keepers feel a mixture of shame and pity toward their corrupted brethren, the cherufe, and go out of their way to put an end to any cherufe they encounter.

    Liosalfar 
Challenge Rating: 8
Alignment: True Neutral

  • Light 'em Up: Liosalfar are composed entirely of light, shed rainbow illumination equal to a daylight spell, and are harmed by magical darkness.
  • Starfish Language: Among themselves, liosalfar communicate through flashing patterns and hues.

    Magma Octopus 
Challenge Rating: 8
Alignment: True Neutral

  • Combat Tentacles: Magma octopodes fight with their eight tentacles.
  • Magma Man: Magma octopodes make their homes in lava, swimming through it as if it were water, and can spray magma as a weapon.

    Noth-norren 
Challenge Rating: 13
Alignment: Chaotic Evil

  • Ax-Crazy: The noth-norren is one of the most destructive and malicious elementals and joyfully indulges in the rampant destruction of anything it can fit into its churning vortex.
  • More Teeth than the Osmond Family: The interior of a noth-norren is lined with thousands of jagged teeth.
  • Villain Team-Up: Noth-norrens have a strange connection to flying polyps, and often cooperate in battle. Some sages believe that noth-norrens were created by flying polyps, while others maintain that noth-norrens are dead flying polyps that have been reborn as elementals.

    Rime Worm 
Challenge Rating: 1 (grub), 6 (adult)
Alignment: True Neutral

  • Beast of Battle: Rime worms are sometimes kept as guards by frost giants.
  • An Ice Person: Rime worms have the ability to spray skewers of ice and rotting flesh.

    Salamander Monarch 
Challenge Rating: 13
Alignment: Neutral Evil

  • Monster Lord: Monarchs lead the salamanders in their plans of conquest and violence. Salamanders never willingly disobey the commands of a salamander monarch, and most are conditioned from birth to lay down their lives for one if the need arises.
  • Playing with Fire: When a salamander monarch causes its crest to flare with brilliant radiance, nearby creatures risk catching on fire.

    Sathaq Worm 
Challenge Rating: 10
Alignment: Neutral Evil

  • Brown Note Being: Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane.
  • Eat Dirt, Cheap: Sathaq worms devour stone and flesh with equal ease.
  • Sand Worm: The sathaq worm is 30 feet long and 10 feet thick, and can burrow through nonmagical, unworked earth and stone.

    Slow Storm 
Challenge Rating: 15
Alignment: Chaotic Neutral

  • Shock and Awe: The slow storm's quills generate a ball of static electricity that delivers a shock attack.

    Spark 
Challenge Rating: 7
Alignment: Chaotic Neutral

  • Demonic Possession: Sparks seek a physical body, drawn by an urge to know form. Once it dominates a host, it merges into the target's physical form and controls it until expelled.
  • Possession Burnout: The inhabiting spark slowly burns out its host's nervous system.
  • Shock and Awe: The spark is a mote of electrical energy that can unleash tendrils of lightning.

    Storm Maiden 
Challenge Rating: 4
Alignment: Chaotic Evil

  • Heel–Face Turn: An appeased storm maiden turns from evil to good, and may go on to protect the region as long as her shrine is maintained, or might wander to other regions, seeking communities who understand the importance of maintaining her shrine.
  • Hostile Weather: A region plagued by a storm maiden experiences regular flooding and random tornadoes and lightning strikes.
  • Was Once a Man: A storm maiden originated as a woman offered up to powerful spirits to ward off drought and famine, whose shrine was eventually abandoned, before some transgression draws her back to the world.

    Storm Spirit 
Challenge Rating: 1/2
Alignment: True Neutral

  • Gaia's Vengeance: Storm spirits are the manifested rage of nature come to destroy those who pollute and corrupt the land. They can be called to aid in battles against undead, necromancy, pollution, harmful mining operations, and any grave injustice committed against the natural world.
  • Shock and Awe: Storm spirits are formless beings made of lightning and thunder.
  • Super-Persistent Predator: Once a storm spirit has been given a quarry, it stops at nothing until either is destroyed. Druids must think carefully before summoning a storm spirit, for there is no way to call it back once it has been given a target.

    Thuellai 
Challenge Rating: 10
Alignment: Chaotic Neutral

  • An Ice Person: Creatures of ice and wind, thuellai exude an algid aura and can exhale an icy breath.
  • Weather Manipulation: Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds.

Alternative Title(s): Midgard Elementals

Top