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Rings of Demi Elemental Control are uncommon magical items. They are generally created to assist wizards with common tasks. Once per day each ring can conjure a demi elemental associated with its element. This elemental lasts for 1 hour and can perform simple tasks as directed by the wearer.  

Each ring is unique and generally makes its nature known. Rings of Demi Water Elemental Control will usually be designed to look like splashing waves, while Rings of Demi Air Elemental Control will have a cloud or wood theme to their design.  

The rings require no attunement to use, leading to many of the most wealthy in Findle and Thessan to wear them as a fashion statement, employing the demi elemental as the equivalent of a party trick.  

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Demi Water Elemental

Demi Water Elemental

Tiny Elemental, Neutral

HP 5 (1d10) AC 8

Movement

Walk 15ft

Senses Darkvision 60 ft, Passive Perception 10

Damage Resistance

Acid; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Damage Immunities

Poison

Condition Immunities

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Water Form

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

While underwater, the elemental is invisible.

Transparent Body

The elemental is nearly invisible and has advantage on stealth checks to avoid being seen while underwater.

Freeze

If the elemental takes cold damage, it freezes; its speed is reduced to 0 ft. until the end of its next turn.

Str (6)

Dex (8)

Con (10)

Int (5)

Wis (10)

Cha (8)

The elemental can carry up to 20 pounds, although any item it touches is immediately soaked in water.

Slam Melee Weapon Attack -1 to hit

1d4 -1 blugeoning damage, minimum 1

Languages

Aquan. Can understand the ring wearer.

Demi Fire Elemental

Demi Fire Elemental

Tiny Elemental, Neutral

HP 4 (1d10-1) AC 10

Movement

Walk 30ft

Senses Darkvision 60 ft, Passive Perception 10

Damage Resistance

 Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Damage Immunities

 Fire, Poison

Condition Immunities

 Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Fire Form

The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack takes 2 (1d4) fire damage.

Illumination

The elemental sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Water Susceptibility

For every 5 ft. the elemental moves in water it takes 1 cold damage. Splashing a gallon or more of water on the elemental instantly destroys it.

Str (6)

Dex (12)

Con (8)

Int (6)

Wis (10)

Cha (7)

The elemental can carry up to 20 pounds, although any flamable item it touches immediately ignites.

Touch Melee Weapon Attack + 0 to hit

1d4 fire damage

Languages

Ignan. Can understand the ring wearer.

Demi Earth Elemental

Demi Earth Elemental

Tiny Elemental, Neutral

HP 6 (1d10+1) AC 6

Movement

Walk 15ft

Senses Darkvision 60 Ft., Tremorsense 60 Ft., passive Perception 10

Vulnerabilities

 Thunder

Damage Resistance

 Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Damage Immunities

 Poison

Condition Immunities

 Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Earth Glide

The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster

The elemental deals double damage to Objects and structures.

Str (10)

Dex (4)

Con (12)

Int (5)

Wis (10)

Cha (5)

The elemental can carry up to 35 pounds.

Slam Melee Weapon Attack + 0 to hit

1d4 blugeoning damage

Languages

Terran. Can understand the ring wearer.

Demi Air Elemental

Demi Earth Elemental

Tiny Elemental, Neutral

HP 3 (1d10-2) AC 10

Movement

Fly 30ft (hover)

Senses Darkvision 60 ft, Passive Perception 10

Damage Resistance

 Lightning; Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Damage Immunities

 Poison

Condition Immunities

 Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Air Form

The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. The elemental can not move underwater or against strong winds.

Transparent Body

The elemental is nearly invisible and has advantage on stealth checks to avoid being seen.

Str (4)

Dex (14)

Con (6)

Int (6)

Wis (10)

Cha (6)

The elemental can carry up to 15 pounds.

Slam

Melee Weapon Attack +2 to hit

1d4 +2 blugeoning damage

Languages

Auran. Can understand the ring wearer.