This page on the Homebrewery.

What it says on the tin. Mainly I'm adding a bunch of paraelementals and the grue, but I've also included the Janni and a couple other similar creatures. There's some stuff from pre-4e, some added from 4e, and some original creatures. Unfortunately, I don't have an exact list of where I got everything. This is being kept in a separate page from the non-elementals/sapient elementals for organizational purposes, but the hagrinn, Janni, and Tojanida could easily be put on either one.


Paraelementals
Mechanically, I've made the paraelementals with more specific forms than the pure elementals. I have avoided adding vulnerabilities, instead using weaker penalties. I don't like the impact vulnerabilities have on CR. The effective CR swings wildly up when a creature's weakness isn't going to come up, which can make messes when a DM doesn't pay attention or summoning spells get involved.
Plane of Ice:
Spoiler: Blizzardine Frostswirl
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Medium elemental (air, water), neutral

Armor Class 12
Hit Points 39 (7d8+7)
Speed 5 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 6 (-2)
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands auran and aquan but can't speak
  • Challenge 1 (200 XP)
Fire Susceptibility. If the frostwirl takes fire damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

Frozen Aura. Each creature that ends its turn within 5 feet of the frostswirl must make a DC 12 Constitution saving throw or take 3 (1d6) cold damage.

Snow Form. The frostswirl can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) cold damage.
Spoiler: Blizzardine Hailer
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Large elemental (air, water), neutral

Armor Class 15 (natural armor)
Hit Points 85 (10d10+30)
Speed 10 ft., 40 ft. (hover)
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 2 (-4) 10 (+0) 6 (-2)
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands auran and aquan but can't speak
  • Challenge 8 (3,900 XP)
Fire Susceptibility. If the hailer takes fire damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

Hail Aura. Each creature that ends its turn within 5 feet of the frostswirl must make a DC 12 Constitution saving throw or take 3 (1d6) bludgeoning damage and 3 (1d6) cold damage.

Snow Form. The hailer can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions
Multiattack. The hailer makes three slam or hailball attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) bludgeoning damage and 4 (1d8) cold damage.

Hailball. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage and 2 (1d4) cold damage.
Spoiler: Blizzardine Slushbank
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Medium elemental (air, water), neutral

Armor Class 13 (natural armor)
Hit Points 53 (7d8+21)
Speed 50 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 5 (-3) 10 (+0) 6 (-2)
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands auran and aquan but can't speak
  • Challenge 4 (1,100 XP)
Fire Susceptibility. If the slushbank takes fire damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

Frozen Aura. Each creature that ends its turn within 5 feet of the slushbank must make a DC 12 Constitution saving throw or take 3 (1d6) cold damage.

Snow Form. The slushbank can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions
Multiattack. The slushbank makes two slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) blundgeoning damage and 4 (1d8) cold damage.

Plane of Ooze:
Spoiler: Mud Hurler
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Medium elemental(earth, water), neutral

Armor Class 12
Hit Points 85 (13d8+26)
Speed 20ft.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 3 (-2) 13 (+1) 9 (-1)
  • Skills Perception +4
  • Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands aquan and terran but can't speak
  • Challenge 4 (1,100 XP)
Mud Form. The lasher can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Sucking Grasp. If a creature touches the mud hurler or hits it with a melee weapon attack, the creature must make a DC 13 Strength saving throw or it is grappled by the mud hurler. A creature can attempt a DC 13 Athletics (Strength) check to free itself, ending the condition on a success.

Actions
Multiattack. The hurler makes two mud ball attacks.

Engulf. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the mud hurler can't engulf another target.

Mud Ball. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Spoiler: Mud Lasher
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large elemental(earth, water), neutral

Armor Class 14
Hit Points 113 (15d10+30)
Speed 20ft.
STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 15 (+2) 2 (-2) 11 (+0) 9 (-1)
  • Skills Perception +4
  • Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands aquan and terran but can't speak
  • Challenge 7 (2,900 XP)
Mud Form. The lasher can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Sucking Grasp. If a creature touches the mud hurler or hits it with a melee weapon attack, the creature must make a DC 13 Strength saving throw or it is grappled by the mud hurler. A creature can attempt a DC 13 Athletics (Strength) check to free itself, ending the condition on a success.

Actions
Multiattack. The hurler makes two mud ball attacks or any combination of three engulf and lash attacks.

Engulf. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained. The lasher can engulf one large creature or up to four medium or smaller creatures.

Lash. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature that is medium or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Mud Ball. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 13 (2d6 + 4) bludgeoning damage.

Plane of Magma:
Spoiler: Magma Eruptor
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Medium elemental (earth, fire), neutral

Armor Class 14 (natural armor)
Hit Points 72 (11d8+22)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 2 (-2) 11 (+1) 10 (+0)
  • Skills Perception +3, Stealth +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands ingan and terran but can't speak
  • Challenge 4 (1,100 XP)
Cold Susceptibility. If the strider takes cold damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

Illumination. The erupter sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Actions
Multiattack. The erupter makes two attacks: two with its claws or one with its claw and one with its lava disgorge.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 14). The eruptor has two claws, each of which can grapple only one target.

Lava Disgorge. The Erupter vomits lava over one creature it is grappling. The creature must make a DC 13 Dexterity saving throw. On a failed save the creature takes 10 (3d6) fire damage and is restrained by the cooling lava (escape DC 12). On a successful save the creature takes half as much damage and isn't restrained. The lava cools within the next round, but the target remains grappled until the creature escapes or the lava is destroyed (AC 16, 20 HP, and immunity to fire, poison, and psychic damage).
Spoiler: Magma Strider
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Large elemental (earth, fire), neutral

Armor Class 16 (natural armor)
Hit Points 145 (17d10+51)
Speed 50 ft., 50 ft. climb
STR DEX CON INT WIS CHA
16 (+3) 21 (+5) 17 (+3) 2 (-4) 14 (+2) 10 (+0)
  • Skills Perception +3, Stealth +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands ingan and terran but can't speak
  • Challenge 9 (5,000 XP)


Burning Charge (Recharge 3-6) When the Magma Strider makes a bite attack and hits, it can use a bonus action to move up to its speed and and make an additional bite attack against a another target.

Cold Susceptibility. If the strider takes cold damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions, and on its turn, it can use either an action or a bonus action, not both.

Heated Body. A creature that touches the strider or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Illumination. The strider sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw or catch on fire. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.
Spoiler: Magma Hurler
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Medium elemental(earth, fire), neutral

Armor Class 14 (natural armor)
Hit Points 98 (13d10+26)
Speed 20ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 4 (-3) 10 (+0) 8 (-1)
  • Skills Perception +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands ingan and terran but can't speak
  • Challenge 6 (2,300 XP)
Cold Susceptibility. If the hurler takes cold damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

Illumination. The hurler sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Actions
Multiattack. The hurler makes two attacks with its slam or magma ball.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage and 3 (1d6) fire damage.

Magma Ball. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and 7 (2d6) fire damage. If the target is a creature that is medium or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Spoiler: Thoqqua
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Medium elemental(earth, fire), neutral

Armor Class 14 (natural armor)
Hit Points 52 (8d8+16)
Speed 20ft., 20 ft. burrow
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
  • Skills Perception +3, Stealth +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Terran
  • Challenge 2 (450 XP)
Heated Body. A creature that touches the thoqqua or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw or catch on fire. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.

Plane of Ash:
Spoiler: Smokecloud Dryshock
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Large elemental (air, fire), neutral

Armor Class 14
Hit Points 120 (16d10+32)
Speed 5 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 14 (+2) 8 (-1) 10 (+0) 6 (-2)
  • Skills Stealth +7
  • Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands auran and ingan but can't speak
  • Challenge 8 (3,900 XP)
Smoke Form. The dryshock can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Swirling Haze. Each creature that ends its turn within 5 feet of the dryshock must make a DC 13 Constitution saving throw or take 4 (1d8) fire damage, as smoke fills their lungs. Creatures that don't need to breathe automatically succeed on this saving throw.

Actions
Multiattack. The dryshock makes one attack with its touch and two attacks with its lightning.

Lightning. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 17 (2d12 + 4) lightning damage

Touch. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) fire damage
Spoiler: Smokecloud Blazerush
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Medium elemental (air, fire), neutral

Armor Class 16
Hit Points 68 (15d8)
Speed 5 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
7 (-2) 22 (+6) 10 (0) 3 (-4) 10 (+0) 4 (-3)
  • Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands auran and ingan but can't speak
  • Challenge 5 (1,800 XP)
Burning Charge (Recharge 3-6) When the blazerush makes a touch attack and hits, it can use a bonus action to move up to its speed and and make an additional touch attack against a another target.

Smoke Form. The blazerush can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Swirling Haze. Each creature that ends its turn within 5 feet of the blazerush must make a DC 13 Constitution saving throw or take 4 (1d8) fire damage, as smoke fills their lungs. Creatures that don't need to breathe automatically succeed on this saving throw.

Actions
Multiattack. The dryshock makes two attacks with its touch.

Touch. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) fire damage

Chaggrin
These beings of elemental earth resemble large hedgehogs, and live in large burrows deep in the earth. These burrows ussually contain a single family of chaggrin, and spend time gathering metals and gems from the surrounding earth.
Dens of Plenty. Built up with precious materials, Chaggin dens are a favorite target for many on their home plane, particualrly the dao, who occasionally assemble hunting parties to locate and loot chaggrin nests.
Spoiler: Chaggrin
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Medium elemental (earth), neutral evil

Armor Class 15 (natural armor)
Hit Points 46 (7d8+14)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+0) 10 (+0) 14 (+2) 9 (-1) 12 (+1) 11 (+0)
  • Saving Throws Con +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Terran
  • Challenge 3 (700 XP)
Innate Spellcasting (3/Day). The chaggrin can innately cast meld into stone, requiring no material components. Its innate spellcasting ability is Wisdom.

Razor Body Whenever a creature grappled by the chaggrin takes an action, it takes 3 (1d6) slashing damage.

Actions
Multiattack. The chaggrin makes two claw attacks.

Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) slashing damage, and the target is grappled (escape DC 14). The chagrinn has two claws, each of which can grapple only one target.

Hagrinn
Sailing on the sea of fire and raiding the cinder wastes, hagrinn serve as pirates across the sea of fire. Born of the plane, they strongly oppose the other native races, fighting both the efreeti and the azer, although azer often bribe their way past hagrinn territory.
Barely Controllable. Hagrinn are famously independent, and the only place they can maintain united enclaves is along the sea of fire where they are forced together to manage the task of sailing full size ships. Even aboard such vessels, a captain is often only listened too for as long as they are able to spot clever openings and formulate effective battle strategies.
Barely Tolerated. Left by the efreeti as useful slave catchers and often bought off by the azer, the hagrinn have few friends in any local. With internal clashes so common, the hagrinn guilds have only managed any degree of construction or prosperity in their pirate holds.
Hagrinn Ships Hagrinn are capable of making their own equipment, but no strong tradition of shipbuilding exists among the hagrinn, if only due to a lack of raw materials. Most hagrinn ships are captured from other denizens of the plane. The outer hull of such vessels is also rarely modified, so that the hagrinn can approach other vessels before being recognized as pirates.
Spoiler: Hagrinn
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Medium elemental (fire), neutral evil

Armor Class 13
Hit Points 44 (8d8+8)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 13 (+1) 11 (+0) 9 (-1) 12 (+1)
Saving Throws Dex +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Senses darkvision 60 ft., passive Perception 9
Languages Ingan
Challenge 3 (700 XP)
Heated Body. A creature that touches the hagrinn or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage.

Heated Weapons. When the hagrinn hits with a metal melee weapon, it deals an extra 2 (1d4) fire damage (included in the attack).

Illumination. The hagrinn sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Actions
Multiattack. The hagrinn makes two scimitar attacks.

Scimitar Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) slashing damage and 2 (1d4) fire damage.
Spoiler: Hagrinn Pirate Captain
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Medium elemental (fire), neutral evil

Armor Class 16 (breastplate)
Hit Points 85 (13d8+26)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 14 (+2) 11 (+0) 15 (+2)
Saving Throws Dex +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Senses darkvision 60 ft., passive Perception 10
Languages Ingan
Challenge 6 (2,300 XP)
Mobilize Privateer. As a bonus action, the hagrinn can command the movement of an allied creature. The creature can use its reaction to move up to half it speed without provoking opprotunity attacks.

Heated Body. A creature that touches the hagrinn or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage.

Heated Weapons. When the hagrinn hits with a metal melee weapon, it deals an extra 2 (1d4) fire damage (included in the attack).

Illumination. The hagrinn sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Uncover. As a bonus action, the hagrinn can declare a particular creature it can see within 60 feet. Until the start of the hagrin's next turn, allied creatures within 30 feet of the hagrinn ignore half and three quarters cover when attacking the creature and the creature does not gain advantage from being unseen when attacking friendly creatures.

Actions
Multiattack. The hagrinn makes three scimitar attacks.

Scimitar Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 7 (1d6 + 4) slashing damage and 2 (1d4) fire damage.

Ildriss
Appearing as a twister containing a glowing face with sharp claws, ildriss maintain a territory of air, following that region of air as it passes around the plane of air.
Quick Passing. While they're likely to attack anyone within their territory, their territories are equally likely to float past travelers. Unless their territory is magically held in place or in an especially still region, encounters with an ildriss are likely to be brief.
Spoiler: Ildriss
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Medium elemental (air), neutral evil

Armor Class 13
Hit Points 41 (9d8)
Speed 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 10 (+0) 9 (-1) 10 (+0) 14 (+2)
Saving Throws Con +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison, thunder
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 3 (700 XP)
Ambusher. In the first round of a combat, the ildriss has advantage on attack rolls against any creature it surprised.

Air Form. The ildriss can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions
Multiattack. The ildriss makes three claw attacks.

Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) slashing damage, and the target must make a DC 8 strength saving throw or be pushed 5 feet away from the ildriss.

Fade Out. The ildriss spreads out, turning invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the Ildriss wears or carries remains visible.

Varrdig
Varrdig travel in groups of three as they go about their business. Typically, these scavengers pose no threat to other creatures in the water, jetting their way through on their search for carrion. If starved, however, they may become aggressive. If two groups of varrdig encounter each other, they form three pairs, each of which creates a new young varrdig. Each group, including the newborns, then separates to continue their search for food.
Combined Defense over the course of a minute, three varrdig can combine, forming a varrdig triad, a larger creature capable of jetting around faster and with more force.
Spoiler: Varrdig
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Medium elemental (water), neutral evil

Armor Class 12
Hit Points 52 (8d8+16)
Speed 20 ft., 25 ft. swim
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 8 (-1)
  • Saving Throws Dex +4
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Aquan
  • Challenge 3 (700 XP)
Dive Attack. If the varrdig is swimming and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Jet (Recharge 4-6). The varrdig can dash as a bonus action.

Actions
Multiattack. The varrdig makes two pump attacks or two slam attacks.

Pump. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and 3 (1d6) acid damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be blinded until the start of the varrdig's next turn.

Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8 + 2) bludgeoning damage.
Spoiler: Vardig Triad
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Large elemental (water), neutral evil

Armor Class 12
Hit Points 102 (12d10+36)
Speed 30 ft., 40 ft. swim
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 12 (+1) 12 (+1) 8 (-1)
  • Saving Throws Dex +5
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Aquan
  • Challenge 7 (2,900 XP)
Dive Attack. If the varrdig is swimming and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 13 (3d8) damage to the target.

Jet The varrdig can dash as a bonus action.

Actions
Multiattack. The varrdig makes three attacks using any combination of its pump and slam.

Pump. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and 3 (1d6) acid damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be blinded until the start of the varrdig's next turn.

Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 11 (2d8 + 2) bludgeoning damage.

Janni
Lesser genies tied to the material plane, janni are believed to be born of the greater genies' attempts to gain wishes for themselves.
Of the Material. Janni are native to the prime material plane, where most live in deserts. the long lifespans and elemental attunement of janni gives them a view of the world most humanoids find slightly unsettling.
Portal to Geniedom. Most tribes of Janni keep regular contact with the Marids they fawn over and the Djinn they are allied with. They are markedly less friendly to the Efreeti and the Dao, but humanoids demanding an audience with genies from a tribe may be sent to these races as punishment.
Spoiler: Janni
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Medium elemental, neutral

Armor Class 15 (breastplate)
Hit Points 41 (9d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 17 (+3) 15 (+2) 14 (+2)
  • Skills survival +4
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages common, primordial
  • Challenge 4 (1,100 XP)
Planar Adaptation. Upon entering an elemntal plane, the janni adapts to the local enviroment. This benefit lasts for 48 hours or until the janni goes to a different plane.
Air: upon entering the plane of air, the janni gains a 30 ft. fly speed.
Earth: upon entering the plane of earth, the janni gains a 20 ft. burrow speed.
Fire: upon entering the plane of fire, the janni gains immunity to fire damage.
Water: upon entering the plane of water, the janni gains the ability to breath water and a 30 foot swim speed.

Plane Shift (1/Day). The janni can cast Plane Shift, traveling between the material plane and the elemental planes. The Janni cannot use this casting to plane shift an unwilling creature.

Actions
Multiattack. The janni makes two scimitar attacks.

Scimitar Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 2) slashing damage.

Tojanida
Tojanida are peaceful denizens of the plane of water, often guarding planar portals and locations that other creautres may wish to use for nefarious purposes. Turtlelike, their flippers limit their mobility on land.
Lone Guardians. Tojanida forms loose collectives, but each ones typically spends its time patroling a singular imporant on the plane of water, keeping an eye out for threats that might abuse their chosen ward. In the case of a large scale threat, an individual tojanida often escapes to gather the rest of their collective and other allies to their aid.
Spoiler: Tojanida
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Medium elemental (water), lawful neutral

Armor Class 14 (natural armor)
Hit Points 78 (12d8+24)
Speed 10 ft., swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 14 (+2) 15 (+2) 12 (+1)
  • Skills athletics +6, perception +5
  • Damage Resistances acid, cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 15
  • Languages aquan, common, sylvan
  • Challenge 5 (1,800 XP)
Actions
Multiattack. The tojanida makes three attacks: one with its bite and two with its claws.

Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) slashing damage.

Ink Cloud (Recharges after a Short or Long Rest). A 30-foot-radius cloud of ink extends all around the tojanida if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the tojanida can use the Dash action as a bonus action.

Weirds
Wierds are elemental creatures formed by summoning rituals, some of which escape back to their home planes. Unlike water wierds, which slowly dissolve in larger bodies of water.
Dark Creation Silt and Fireflow weirds are able to move beyond their local environments, and are typically created to destroy other creatures. While they can be created to guard specific locations, these weirds typically become more murderous are time goes on. A weird loses its evil alignment if the elemental materials it is made of are cleansed with a purify food and drink spell.
Spoiler: Silt Weird
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Large elemental (earth), neutral evil

Armor Class 14
Hit Points 72 (11d10+11)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 13 (+1) 11 (+0) 10 (+0) 10 (+0)
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
  • Senses blindsight 30 ft., passive Perception 10
  • Languages understands Terran but doesn't speak
  • Challenge 4 (1,100 XP)

Invisible in Silt. The silt weird is invisible while fully immersed in silt, sand, or other loose particles.

Actions
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 14) and pulled 5 ft. toward the silt weird. Until this grapple ends, the target is restrained and the silt weird can't constrict another target. At the start of each of its turns, a creature grappled by the silt weird must make a DC 14 Strength saving throw or take 5 (2d4) necrotic damage as the silt weird pushes itself into the creatures' nose and mouth.
Spoiler: Fireflow Weird
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Large elemental (fire), neutral evil

Armor Class 14
Hit Points 102 (12d10+36)
Speed 30 ft.
STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 13 (+1) 11 (+0) 10 (+0) 10 (+0)
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
  • Senses blindsight 30 ft., passive Perception 10
  • Languages understands Ingan but doesn't speak
  • Challenge 5 (1,800 XP)
Heated Body. A creature that touches the fireflow weird or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Illumination. The fireflow weird sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

Invisible in Liquid Flame. The fireflow weird is invisible while fully immersed in flowing magma, lava, or metal.

Actions
Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 5) bludgeoning damage and 5 (1d10) fire damage. If the target is Medium or smaller, it is grappled (escape DC 15) and pulled 5 ft. toward the fireflow weird. Until this grapple ends, the target is restrained and the fireflow weird can't constrict another target. At the start of each of its turns, a creature grappled by the fireflow weird takes 5 (1d10) fire damage from the fireflow weird's touch.