Elemental, Blood, Staff
- Armor Class
- 2 [17] (m)
- Hit Dice
- 8
- Attacks
- Strike (1d6)
- Special
- magic weapons to hit, blood-source healing, engulf corpse healing, fire/cold/lightning traits
- Move
- 9 (3)
- HDE/XP
- 9/1,100
Description
Elementals are living manifestations of the basic forms of matter: earth, air, fire, and water. They are usually summoned from their native planes of existence to do the bidding of a powerful wizard. These beings can also be chained within objects or structures to give the objects magical properties. Elementals are barely intelligent at all, but they are as powerful as the forces of nature that they actually are.
Elementals are incarnations of the elements that compose existence.
It is possible to summon an elemental by one of three means: By the use of a staff, a device, or by casting a spell. For each elemental type, separate statistics are provided for each of these three categories.
Due to their highly magical nature, elementals cannot be harmed by non-magical weapons.
White Box presents elementals conforming to the classical elements of European tradition (air, earth, fire, and water). Asian traditions present a different group: fire, earth, metal, water, and wood. Metal and wood elementals are presented below, completing this set when added to the fire, earth, and water elementals. Additionally, cold and lightning elementals are provided for those who wish to be less traditional. As always, the Game Master decides what sort of monsters appear in their world.
A blood elemental is vaguely humanoid in shape, looking as if its body was made out of a giant blood clot. A strong smell of iron, like blood sausage or raw liver, emanates from it. Its body is entirely made out of blood, stands about 8 feet tall, and weighs around 500 pounds.
A blood elemental can engulf the freshly-killed body of a (formerly) living creature and heal; for each hit die the creature possessed when it was alive, the blood elemental will heal 2 hit points. This action takes a full round for the blood elemental to complete. For example, a blood elemental that engulfs the body of what once was a 10 HD creature will heal up to 20 hit points by the beginning of the next round. Moreover, so long as the elemental is in contact with a source of blood it will steadily heal 1 hit point per turn, doing so as long as the elemental can draw from the source.
See Also
Other creatures grouped under Elemental (White Box): Elemental, Air, Elemental, Blood, Device, Elemental, Blood, Spell, Elemental, Cold, Device, Elemental, Cold, Spell, Elemental, Cold, Staff, Elemental, Earth, Elemental, Fire, Elemental, Lightning, Device, Elemental, Lightning, Spell, Elemental, Lightning, Staff, Elemental, Metal, Device, Elemental, Metal, Spell, Elemental, Metal, Staff, Elemental, Water, Elemental, Wood, Device, Elemental, Wood, Spell, Elemental, Wood, Staff.
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.