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When summoning water elementals in the B/X or Labyrinth Lord game, there is a chance of summoning a specific form of elemental suited to the environment in question. The DM determines what the most likely subtype to appear will be. There is a 50% chance that the appropriate subtype appears instead of a standard water elemental of the appropriate power.

There are 4 basic types of Water Elementals, typically determined by their summoning source.

  • Lesser Elemental (Summoned by Staff) – 8 HD, AC 2, 1d8 damage
  • Greater Elemental (Summoned by Devices) – 12 HD, AC 0, 2d8 damage
  • True Elemental (Summoned by Spells) – 16 HD, AC -2, 3d8 damage
  • Legendary Elemental (Summoned by Ritual) – 20 HD, AC -4, 4d8 damage

Standard water elementals take the form of a mass of waves 1/2′ tall per and 2′ diameter per hit die. They move at a rate of 60′ (20′) and swim at a rate of 180′ (60′), although they cannot travel more than 60 feet from a source of water. Targets standing in or submerged in water suffer an additional 1d8 damage from the attacks of a water elemental.

A spellcaster can learn (typically via a quest or magical tome) how to summon a particular subtype of elemental. In this case, if the proper environment is present, the summoning will always bring forth the desired subtype. A spellcaster can learn how to summon a number of subtypes equal to 1/2 his level.

Water elemental subtypes are treated identically to standard water elementals, but have one additional power as indicated below. Unless otherwise indicated, any spell-like abilities are treated as being cast by a spellcaster with a level equal to the elemental’s Hit Dice. Some spell effects are from the Advanced Edition Companion.

Water Elemental Subtypes

  • Iceice storm 1 / turn
  • Bog – attacks warp wood on target and possessions
  • River part water or lower water 1 / turn
  • Sweetwater purify food and water 2′ radius / HD
  • Blood bane (reverse of bless) on all living opponents in 2′ radius / HD
  • Whirlpool – struck opponents must save versus paralysis or be stuck to the elemental
  • Sewer – creatures within 2′ / HD must save versus poison or suffer -2 to hit in combat from nausea
  • Geyser – 8d6 damage blast of boiling water 5′ wide by 5′ / HD long 1 / turn
  • Bile – attack destroys leather and cloth if save versus magic is failed