Post by tdenmark on Sept 17, 2023 0:16:23 GMT -6
Reading through the descriptions of Elementals in Monsters & Treasures is a bit of a chore to parse it all. Here is my attempt to clarify and disambiguate them:
Elemental
No. Enc.: 1
Hit Dice: See below
Armor Class: 2
Attacks: See below
Damage: See below
Movement: See below
Alignment: Neutrality
Save: See below
% in Lair: Nil
Treasure Type: Nil
Elementals are powerful entities that come in four distinct types: Air, Earth, Fire, and Water. Each type has its unique characteristics and abilities. They vary in strength, measured in hit dice, and can be summoned through various means. However, only one elemental of each type can be summoned in a day. They are immune to regular attacks and can only be harmed by magical weapons or spells.
Strength Variations:
Conjured Elementals: 16 Hit Dice, save as 16th level Fighter
Device Elementals (from medallions, stones, gems, or bracelets): 12 Hit Dice, save as 12th level Fighter
Staff Elementals: 8 Hit Dice, save as 8th level Fighter
Air Elementals:
Movement: Exclusively by flying, up to 36" per turn.
Combat: +1 damage bonus in air combat. Typically deals one die roll of damage.
Special Ability: Can transform into a whirlwind, sweeping away creatures with less than two hit dice. The whirlwind formation takes one full turn to create and another to dissolve.
Earth Elementals:
Movement: 6" per turn; cannot traverse water.
Combat: Deals 3 dice of damage to opponents on the ground and 2 dice to others. Acts as a powerful battering ram against walls.
Fire Elementals:
Movement: Up to 12" per turn.
Combat: Inflicts 2 dice of damage on non-fire-using opponents and 1 die minus 1 on fire-using ones.
Special Ability: Ignites flammable materials upon contact. Must be summoned from intense heat sources like large fires or lava pools.
Water Elementals:
Movement: 18" per turn in water, 6" outside of it. Generally stays within 6" of a water source.
Combat: Deals 2 dice of damage in water and 1 die outside of it.
Special Ability: Must be summoned from a significant water source like a pond, stream, or larger.
Control and Behavior: Summoners must maintain constant control over the elementals they call forth. Losing control results in the elemental attacking its summoner. Once control is lost, it cannot be regained. Maintaining control requires the summoner's undivided attention. Any distraction, including movement or being attacked, can break this concentration. Elementals cannot be harmed by regular individuals unless they are equipped with magical weapons.
I'm not sure about their Armor Class, the table says 2. B/X says they have different AC depending on how they were brought forth, which also determines their HD and Saves:
Staff: AC 2, Save F8
Device: AC 0, Save F12
Conjured: AC -2, Save F16
But I'm trying to keep strictly to OD&D and not pull in later variants.
What do you think? Did I miss anything? Get anything wrong?
Elemental
No. Enc.: 1
Hit Dice: See below
Armor Class: 2
Attacks: See below
Damage: See below
Movement: See below
Alignment: Neutrality
Save: See below
% in Lair: Nil
Treasure Type: Nil
Elementals are powerful entities that come in four distinct types: Air, Earth, Fire, and Water. Each type has its unique characteristics and abilities. They vary in strength, measured in hit dice, and can be summoned through various means. However, only one elemental of each type can be summoned in a day. They are immune to regular attacks and can only be harmed by magical weapons or spells.
Strength Variations:
Conjured Elementals: 16 Hit Dice, save as 16th level Fighter
Device Elementals (from medallions, stones, gems, or bracelets): 12 Hit Dice, save as 12th level Fighter
Staff Elementals: 8 Hit Dice, save as 8th level Fighter
Air Elementals:
Movement: Exclusively by flying, up to 36" per turn.
Combat: +1 damage bonus in air combat. Typically deals one die roll of damage.
Special Ability: Can transform into a whirlwind, sweeping away creatures with less than two hit dice. The whirlwind formation takes one full turn to create and another to dissolve.
Earth Elementals:
Movement: 6" per turn; cannot traverse water.
Combat: Deals 3 dice of damage to opponents on the ground and 2 dice to others. Acts as a powerful battering ram against walls.
Fire Elementals:
Movement: Up to 12" per turn.
Combat: Inflicts 2 dice of damage on non-fire-using opponents and 1 die minus 1 on fire-using ones.
Special Ability: Ignites flammable materials upon contact. Must be summoned from intense heat sources like large fires or lava pools.
Water Elementals:
Movement: 18" per turn in water, 6" outside of it. Generally stays within 6" of a water source.
Combat: Deals 2 dice of damage in water and 1 die outside of it.
Special Ability: Must be summoned from a significant water source like a pond, stream, or larger.
Control and Behavior: Summoners must maintain constant control over the elementals they call forth. Losing control results in the elemental attacking its summoner. Once control is lost, it cannot be regained. Maintaining control requires the summoner's undivided attention. Any distraction, including movement or being attacked, can break this concentration. Elementals cannot be harmed by regular individuals unless they are equipped with magical weapons.
I'm not sure about their Armor Class, the table says 2. B/X says they have different AC depending on how they were brought forth, which also determines their HD and Saves:
Staff: AC 2, Save F8
Device: AC 0, Save F12
Conjured: AC -2, Save F16
But I'm trying to keep strictly to OD&D and not pull in later variants.
What do you think? Did I miss anything? Get anything wrong?