A towering, uncontrollable giant of sod, water and living spirit, called by an ancient priest spell to wipe every trace of civilization from a square mile and return it to wilderness.
Nature elementals date back to the proud magical empires of ages past, and the spell to call one is found only in libraries and tombs over 2,000 years old. One of the mightiest of elemental beings, a nature elemental is made of earth, air, fire and water plus what certain sages call a fifth element, known as life or spirit.
Summoned, it takes on a rough humanoid shape 35 feet tall or more, built from whatever living landscape it was called in. Typically it is an earthen giant clad in turf and bushes, with little streams running across it against gravity and small animals scurrying over its body. It never speaks.
A nature elemental is called for one job: to return an area to wild, untamed land. It destroys villages, buildings and even people and humanoids in the process, and not even the humblest grass hut escapes its attention. Only the caster is safe, along with up to 10 people per caster level within 100 yards of the caster whom the summoner names when casting.
Unlike other elementals, it cannot be controlled. Its task and the area it works in are fixed when it is summoned. If that area holds no sign of civilization, it simply goes back where it came from. Protection from evil and similar wards against extraplanar beings do not affect it.
Fighting one is extremely hard, and most sensible folk get out of its way. To kill it, attackers must deal damage equal to its full hit point total in a single round; otherwise it regenerates all damage at the end of that round. It cannot regenerate if cut off from its surroundings, including the air, but arranging that is very difficult, for instance by magically sealing it in a vacuum or hauling it into the void between worlds or the flame-sea.
Its enormous fists strike twice a round, each blow dealing 5d10, and its strength equals a titan's (Strength 25). Magic items it moves over, as opposed to weapons used against it, must save vs. disintegration or be reworked into the new landscape and destroyed. It never tires, but disperses once its 1-mile area has been restored or 24 hours have passed.
No one knows its home plane. The leading theory, which most sages accept for want of anything better, is that it is a very minor avatar of the caster's own deity.
A nature elemental reshapes its surroundings. Fresh plants spring up fully grown behind it almost at once, animals arrive overnight, water is purified, and every mark of destruction, farming, settlement and civilized influence vanishes.
The means of calling it is conjure nature elemental, a reversible 7th-level priest spell of conjuration/summoning drawn from the summoning, plant and elemental spheres. Its reverse, dismiss nature elemental, disperses one already summoned. The components are sand, water, sulfur, phosphorus, soft clay, burning incense, and a duly blessed holy symbol of the god invoked; only the holy symbol survives the casting.
More: Monsters starting with N · Forgotten Realms 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
| Climate/Terrain | Forest |
|---|---|
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Unknown |
| Intelligence | Average (8-10) |
| Treasure | Nil |
| Alignment | Neutral |
| No. Appearing | 1 |
| Armor Class | 0 |
| Movement | 12 |
| Hit Dice | 18 |
| THAC0 | 5 |
| No. of Attacks | 2 |
| Damage/Attack | 5d10/5d10 |
| Special Attacks | Nil |
| Special Defenses | Regeneration, immune to protection from evil |
| Magic Resistance | Nil |
| Size | G (35'+) |
| Morale | Fearless (20) |
| XP Value | 15,000 |