Two minor elementals of the desert world: a mischievous, color-shifting pillar of flame that burns anything left unforbidden, and a revered, flowing teardrop of water that wilts under the desert sun.
No lesser elemental is livelier or more impish than one from the plane of fire. It appears as a shimmering column of flame whose color keeps changing: a fierce blue-white when first called, sliding to yellow-orange and then deep red as its strength runs down, until it gutters out. It stands as many feet tall as it has Hit Dice and is half that wide, and it travels by leaning toward where it wants to go. It has no visible eyes or ears, yet it sees and hears.
It attacks either by pressing against a foe to sear it or by lashing out with a whip-like tongue of fire that reaches 3 feet. Both deal the same damage, and it gets only one attack per round. A flammable object it hits must save vs. magical fire at -1 or start burning. Creatures made of fire take only half the damage it deals.
It obeys orders to the letter, and until someone spells out exactly what it may and may not do, it entertains itself, usually by setting the nearest flammable thing alight. This is impatience, not disobedience; it simply has not been told otherwise.
Every water elemental, even a small one, is held in awe and reverence on the desert world because of its tie to the water that sustains all life. A lesser water elemental is a bulging, ever-shifting blob, clear to blue, roughly teardrop-shaped with a round base tapering upward. It moves by cycling water from its rear to its front, so smoothly that it seems to pour across the ground.
That flowing motion is also a weapon: it builds speed and rams with its whole body for 4d8 (4-32). Alternatively it forms one pseudopod and delivers a pounding blow for the same damage; the limb melts back into its body after each strike, and it can form another at will.
Calling one in the open desert is a gamble. Exposed to the heat and the glare of the sun, it may not last its full term: once 5 rounds have passed it must save vs. death magic each time or be sent back to its own plane.
More: Monsters starting with L · Dark Sun monsters · All monsters A-Z
Related: Aerial Servant [Air Kin] · Air Kin [Elemental] · Air/Earth Elemental · Azer [Fire Kin] · Clerical Elemental [Dark Sun] · Composite Elemental · Crysmal [Earth Kin] · Darkness Elemental · Earth Kin [Elemental] · Earth Weird [Elemental Kin] · Elemental [Ravenloft] · Elemental Overview
| Fire | Water | |
|---|---|---|
| Climate/Terrain | Fire or dry land | Any water |
| Frequency | Rare | Rare |
| Organization | Solitary | Solitary |
| Activity Cycle | Any | Any |
| Diet | Combustibles | Any liquids |
| Intelligence | Low (5-7) | Low (5-7) |
| Treasure | Nil | Nil |
| Alignment | Neutral | Neutral |
| No. Appearing | 1-3 | 1-3 |
| Armor Class | 4 | 4 |
| Movement | Fl 15 (A) | 6 |
| Hit Dice | 2, 4, or 6 | 2, 4, or 6 |
| THAC0 | 2 Hit Dice: 19 4 Hit Dice: 17 6 Hit Dice: 15 | 2 Hit Dice: 19 4 Hit Dice: 17 6 Hit Dice: 15 |
| No. of Attacks | 1 | 1 |
| Damage/Attack | 2 Hit Dice: 1-6 4 Hit Dice: 1-12 6 Hit Dice: 2-20 | 2 Hit Dice: 2-12 4 Hit Dice: 3-18 6 Hit Dice: 4-24 |
| Special Attacks | Flame tongue | Ram |
| Special Defenses | +1 or better weapon to hit | +1 or better weapon to hit |
| Magic Resistance | Nil | Nil |
| Size | S-M (2-6') Height = HD | S-M (2-6') Height = HD |
| Morale | 2 HD: Steady (11-12) 4-6 HD: Elite (13-14) | 2 HD: Steady (11-12) 4-6 HD: Elite (13-14) |
| XP Value | 2 Hit Dice: 420 4 Hit Dice: 650 6 Hit Dice: 975 | 2 Hit Dice: 420 4 Hit Dice: 650 6 Hit Dice: 975 |