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Bestiary Elementals

A bestiary of elementals for Warhammer Fantasy Rpg.

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talos402000
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (1 vote)
300 views26 pages

Bestiary Elementals

A bestiary of elementals for Warhammer Fantasy Rpg.

Uploaded by

talos402000
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 26

by Jackdays

This document is completely unofficial and in no way endorsed by Games Workshop Limited.

Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the Chaos
logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden
Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the
Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol device, Slaanesh, the Slaanesh logo,
Tomb Kings, Tzeentch, the Tzeentch logo, Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and
all associated marks, names, races, race insignia, characters, vehicles, locations, units, artefacts, illustrations and images
from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2008, variably registered in
the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights
Reserved to their respective owners.

WFRP 2nd Edition 1 Bestiary: Elementals


©2008 Jackdays Version 1.0
ELEMENTALS
Common View
I have witnessed a large Earth Elemental. We were “visiting” abandoned ancient Dwarf tomb, with small
group I was involved. Our Wizard told us later that the creature was Elemental creature summoned by
Dwarfen Runes left to guard this tomb. This Elemental creature just suddenly came from the earth. It
was like living earth. Or maybe it actually was living earth. It looked like the very earth would have
started to move similar to water. Then the creature took shape. Stony figure. Like human in shape. It
had arms and legs. Our weapons were useless, like hitting earth. Only our Wizards spells had some
effect. We had to retreat and were lucky that Elemental didn’t follow. Two of us were killed and two
wounded badly by the stony fists of this horrible creature. It was later, after Wizard had told us what we
faced, that I remembered stories about Hedge Wizard living high in the mountain near my home village
back in the Empire. People used to take food to this Wizard. They called him Elementalist. Said that his
power was strong and he was the protector of our village. Said that he could summon the spirits of the
wind to protect the village from enemies. Maybe these spirits were actually Elemental creatures of Air,
like this creature of Earth that we faced.
- Hans the Axe, Mercenary Sergeant

The Scholar’s Eye


I know the power of Elemental Magic. I became Elementalist after I finished my training in the Celestial
College in Altdorf. After that I returned to the my former master, who was Elementalist and had guided
me first to the Colleges. I known now the same power as any Astromancer, but I also know the secrets
of Air Elemental Rituals. I can summon huge Elemental forces to help me. Creatures that “pure”
Magisters can only dream. These Elementals make me as powerful as any Battle Wizard. Magisters in
the Colleges speak that Elementals are too dangerous, that Elemental Magic is primitive, and the users
are more easily corrupted by the Chaos. They even dare to say, that the natural elements are actually
connected to the Dark Gods. To the wind and forget! I say. They are just jealous for the secret powers
that we, true Elementalists, do not share with the College Magisters. And we will not share this heritage
to no other than those that truly, in heart, are one of us. Those that truly seek to become Elementalists.
- Renata Lang, High Master of the Eldritch University

When the energy inherits in one the elements – Air, Earth, Fire, Metal, Water, Wood – becomes incarnate,
the creatures thus formed are known as Elementals. Although there is really no such thing as an elemental’s
“natural form”, each has a familiar manifestation which is basically humanoid; this is due to the fact that most
Elementals are summoned by Elementalist Wizards and they usually respond by imitating the form of their
summoners.

Each of the Elemental types has special powers unique to itself. However, all Elementals share many
common features, with the same rules applying to each.

Elementals are temporary physical manifestations of the natural forces. They have no real sense of personal
identity or individual intelligence (even somewhat intelligent). Their memories are those of their element as a
whole; sometimes and Elemental will appear to be very wise, while at other times it can seem very stupid. In
reality, they lack anything that a Human would recognize as intelligence; they never question anything, they
do not make judgments’ of any kind and they have no self-motivation. They will obey the commands of their
summoners, and are destroyed if they are slain.

WFRP 2nd Edition 2 Bestiary: Elementals


©2008 Jackdays Version 1.0
Special Talents & Traits #1:
Following Talents & Trait are used in this document. These are common to all types of Elementals.

Elemental Enemy [Trait]


Description: Elementals will always attack its enemy (the opposite) elemental force if this is present.
Elementals can sense each other in 1000ft radius with Magical Sense skill. They will attack their enemy
with uncontrolled fury and summoner may not anymore control the elemental. If summoner has actually
summoned opposite elementals, then summoner must make Hard (-20%) Will Power Test to control
opposite elementals every time summons new opposite elemental in the area of other elementals.
Summoner must make new check in every 1d10 hours. In case of failure they will just attack each other.
If GM chooses same sized elementals destroy/negate each other (both disappear). And bigger
Elemental will destroy/negate smaller, but loses as much Wounds that the smaller one has.

Elemental Immunity [Trait]


Description: Elementals are totally immune to Chaos mutations, stunning, poison, disease,
suffocation/drowning, normal weapons, and any their element based attacks (normal or magical). Also
they do not need sleep (not affected by spells that cause sleep or similar effects) or food. Elemental
vision (or Senses) cannot be blocked naturally or magically unless the Elemental is covered entirely,
which is hard especially with larger Elementals. Elementals cannot be healed in normal ways. They do
regenerate in the rate of 1 Wound (Critical, Heavily or Lightly wounded, all the same) per 1 hour (in
their own realm they regenerate 1 Wound per half hour). Then there are few other immunities Based on
the Elemental type:
- Air Elemental: Immune to any air-based attacks including also electricity and natural disasters
like hurricane.
- Earth Elemental: Immune to any earth-based attacks. Also immune to electricity and natural
disasters like earth avalanche.
- Fire Elemental: Immune to any fire-based attacks. Also immune to electricity, explosions and
natural disasters like lava.
- Metal Elemental: Immune to any cold- and ice-based attacks including also electricity and
natural disasters like earth avalanche.
- Water Elemental: Immune to any water-based attacks. Also immune to electricity and natural
disasters like Tsunami.
- Wood Elemental: Immune to any nature-based attacks (anything that summons or uses plant
life against the elemental) including also electricity. Also no plant-creature will never attack
Wood Elemental in it’s own will.

Elemental Magic [Trait]


Description: Elementals can use few arcane spells naturally (create similar effect) based on their
element without any Magical Lore. They do not learn more magic.
Note: Elementals do not suffer from Tzeentch’s Curse when using these spells. To them these are
basically natural abilities.

Ethereal [Trait]
Description: An ethereal creature is insubstantial and weightless. It can pass through solid objects,
including walls and doors. Note that this does not give any ability to see through solid objects, only pass
through them. An ethereal creature partially hidden inside an object gains a +30% bonus on
Concealment Tests. An ethereal creature that wishes to be completely silent doesn’t need to make
Silent Move Tests. An ethereal creature is also immune to normal weapons, which simply pass through
its body as if it wasn’t there. Daemons, spells, other ethereal creatures, and an opponents armed with
magic weapons may all injure ethereal normally. An ethereal creature can’t normally affect the mortal
world, and thus can’t damage non-ethereal opponents unless it has a suitable special Trait or Talent.

Formless [Trait]
Description: Formless creatures have a mutable shape. All hits are Body hits. Any Critical hits use the
rules for Sudden Death Critical Hits as described in Core Rulebook.

WFRP 2nd Edition 3 Bestiary: Elementals


©2008 Jackdays Version 1.0
Special Talents & Traits #2:
Following Talents & Trait are used in this document. These are common to all types of Elementals.

Hard Skin [Trait]


Description: Creature has skin made of tough material and that protects it like armour. This trait
provides the Creature with a number of Armour Points on all locations equal to the number noted in
parenthesis. Also it tells the type of Skin.

Instability [Trait]
Description: Elementals are not as solidly linked to the Old World as are mortals, and may sometimes
be forced back from whence they came if a battle goes against them. On any round in which a
Elemental is injured enough to drop it’s size Level by one and fails to inflict any Wounds in return, it
must succeed at a Will Power Test or be banished back to it’s Elemental Realm.

Unstoppable Blows [Trait]


Description: A creature with this Trait is so large and strong that its attacks are incredibly difficult to
parry. Opponents take a -30% penalty to parry attempts.

Will of Iron [Trait]


Description: A creature with this Trait is immune to fear and terror, as well as the effects of the
Intimidate skill and the Unsettling Talent.

Air Elementals
Air Elementals are often whirlwind shape, or take the form of a swirling cloudy figure. They may only move
through the medium of air. They may move over and attack anything in contact with the air. Air Elementals
may not move through a barrier of any of the other elementals, but may move around of over them if
possible. They may not move underground or through water, but they suffer no other movement restrictions
or penalties.
Wind of Magic: Azyr - Lore of Heavens or with Realms of Sorcery use The Heavens Elemental.

Air Elemental, Greater


Type: Elemental
Size: Gigantic (Dragon, Giant, Hydra…); 15-21ft tall towering force of nature. Weight is about 7-8lbs.
Habitat: Any, but underwater or underground
Range: Any
- Air Elemental, Greater Statistics -
Main Profile
WS BS S T Ag Int WP Fel
80 - 80 (8) 80 (8) 80 20 60 -
Skills: Common Knowledge (Elementals) (Int +20), Concealment (Ag), Follow Trail (Int), Intimidate (S +20),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int +20), Speak Arcane Language (Daemonic) (Int +10)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Earth), Elemental Immunity (Air), Elemental Magic, Ethereal, Flier, Formless,
Instability, Natural Weapons (Air Crush), Night Vision, Terrifying, Unstoppable Blows, Whirlwind, Wind, Will
of Iron

Combat
Attacks: 6; Movement: 8; Wounds: 60
Magic: 5; Clear Sky (RoS), Lighting Storm, Wind Blast
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Air Crush (1d10+8; CV+1*; Impact)
Slaughter Margin: Impossible (Impossible without magical weapons or spells)

WFRP 2nd Edition 4 Bestiary: Elementals


©2008 Jackdays Version 1.0
Air Elemental, Major
Type: Elemental
Size: Huge (Griffon, Manticore, Wyvern…); 10-16ft tall huge force of nature. Weight is about 5-6lbs.
Habitat: Any, but underwater or underground
Range: Any
- Air Elemental, Major Statistics -
Main Profile
WS BS S T Ag Int WP Fel
60 - 60 (6) 60 (6) 60 20 50 -
Skills: Common Knowledge (Elementals) (Int +20), Concealment (Ag), Follow Trail (Int), Intimidate (S +10),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int +10), Speak Arcane Language (Daemonic) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Earth), Elemental Immunity (Air), Elemental Magic, Ethereal, Flier, Formless,
Instability, Natural Weapons (Air Crush), Night Vision, Terrifying, Unstoppable Blows, Whirlwind, Wind, Will
of Iron

Combat
Attacks: 4; Movement: 6; Wounds: 40
Magic: 4; Clear Sky (RoS), Lighting Storm, Wind Blast
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Air Crush (1d10+6; CV+1*; Impact)
Slaughter Margin: Hard (Impossible without magical weapons or spells)

Air Elemental, Lesser


Type: Elemental
Size: Large (Black Orc, Centigor, Minotaur…); 5-11ft tall force of nature. Weight is about 3-4lbs.
Habitat: Any, but underwater or underground
Range: Any
- Air Elemental, Lesser Statistics -
Main Profile
WS BS S T Ag Int WP Fel
40 - 40 (4) 40 (4) 40 20 40 -
Skills: Common Knowledge (Elementals) (Int +10), Concealment (Ag), Follow Trail (Int), Intimidate (S),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Earth), Elemental Immunity (Air), Elemental Magic, Ethereal, Flier, Formless,
Frightening, Instability, Natural Weapons (Air Crush), Night Vision, Whirlwind, Wind, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 20
Magic: 3; Clear Sky (RoS), Lighting Storm, Wind Blast
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Air Crush (1d10+4; CV+1*; Impact)
Slaughter Margin: Challenging (Impossible without magical weapons or spells)

WFRP 2nd Edition 5 Bestiary: Elementals


©2008 Jackdays Version 1.0
Air Elemental, Least
Type: Elemental
Size: Small (Goblin, Halfling…); 1-5ft tall tiny force of nature. Weight is about 1-2lbs.
Habitat: Any, but underwater or underground
Range: Any
- Air Elemental, Least Statistics -
Main Profile
WS BS S T Ag Int WP Fel
20 - 20 (2) 20 (2) 20 20 30 -
Skills: Common Knowledge (Elementals) (Int), Concealment (Ag), Dodge Blow (Ag +20), Follow Trail (Int),
Intimidate (S), Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int),
Speak Arcane Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Earth), Elemental Immunity (Air), Elemental Magic, Ethereal, Flier, Formless,
Frightening, Instability, Natural Weapons (Air Crush), Night Vision, Whirlwind, Wind, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 10
Magic: 2; Clear Sky (RoS), Lighting Storm, Wind Blast
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Air Crush (1d10+2; CV+1*; Impact)
Slaughter Margin: Average (Impossible without magical weapons or spells)

-----

Air Elemental Special Traits (all sizes):

Air Crush
Air Elemental can hit strong almost solid like attack (even Ethereal) that causes damage equal of it’s SB
modifier and count as having the Impact Quality.

Whirlwind
Air Elemental can use its Whirlwind power two ways: It can lift friendly opponent (example summoner) easily
and carry it through air gently (cannot fight then). Elemental can carry its Strength Characteristic x 30. Other
way is to lift enemies and then drop them from height. This takes Full Action as every round Elemental
keeps it’s victims up. During this attack it cannot do anything, but enemies can attack Elemental normally by
melee attacks (+20 bonus to any attacks). Elemental can crap enemies as much as it’s carry capacity.

Wind
Air Elemental can be used to produce continuing strong wind. This can be used to power (or speed up) sail-
ships, windmills…etc. This takes Full Action, so elemental may not do anything else than “be the wind”.

WFRP 2nd Edition 6 Bestiary: Elementals


©2008 Jackdays Version 1.0
Earth Elementals
Earth Elementals have a rough, stony hide in any form they take. They may move through solid objects of
stone or metal at will, including walls, doors and the ground itself (even they are not Ethereal). They may not
cross a barrier composed of one of the other elements (not including Metal Element), although they may go
under or around such a barrier if they can do so without losing contact with the earth. They must remain in
contact with the ground at all times; if an Earth Elemental is detached from the ground, it crumbles to dust
(returns immediately to its plane). Metal- and Earth Elementals are connected, yet different.
Wind of Magic: Ghyran – Lore of Life or with Realms of Sorcery use Life Cardinal.

Earth Elemental, Greater


Type: Elemental
Size: Gigantic (Dragon, Giant, Hydra…); 15-21ft tall towering force of nature. Weight is about 10000-
20000lbs.
Habitat: Any
Range: Any
- Earth Elemental, Greater Statistics -
Main Profile
WS BS S T Ag Int WP Fel
80 80 80 (8) 80 (8) 80 20 60 -
Skills: Common Knowledge (Elementals) (Int +20), Concealment (Ag), Follow Trail (Int), Intimidate (S +20),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int +20), Speak Arcane Language (Daemonic) (Int +10)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Air), Elemental Immunity (Earth), Elemental Magic, Formless, Hard Skin (3;
Stone), Hurling Earth, Instability, Natural Weapons (Hurling Earth, Stony Fists), Night Vision, Stony Fists,
Terrifying, Unstoppable Blows, Will of Iron

Combat
Attacks: 6; Movement: 8; Wounds: 60
Magic: 5; Earth Blood, Flesh of Clay** (RoS)
** Elemental may use Flesh of Clay to others (example Summoner)
Armour: Hard Skin: Stone (Head 3, Arms 3, Body 3, Legs 3)
Weapons: Stone Fists (1d10+8; CV+1*; Impact), Hurling Earth (1d10+8; CV+1*; special)
Slaughter Margin: Impossible (Impossible without magical weapons or spells)

WFRP 2nd Edition 7 Bestiary: Elementals


©2008 Jackdays Version 1.0
Earth Elemental, Major
Type: Elemental
Size: Huge (Griffon, Manticore, Wyvern…); 10-16ft tall huge force of nature. Weight is about 2000-10000lbs.
Habitat: Any
Range: Any
- Earth Elemental, Major Statistics -
Main Profile
WS BS S T Ag Int WP Fel
60 60 60 (6) 60 (6) 60 20 50 -
Skills: Common Knowledge (Elementals) (Int +20), Concealment (Ag), Follow Trail (Int), Intimidate (S +10),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int +10), Speak Arcane Language (Daemonic) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Air), Elemental Immunity (Earth), Elemental Magic, Formless, Hard Skin (3;
Stone), Hurling Earth, Instability, Natural Weapons (Hurling Earth, Stony Fists), Night Vision, Stony Fists,
Terrifying, Unstoppable Blows, Will of Iron

Combat
Attacks: 4; Movement: 8; Wounds: 40
Magic: 4; Earth Blood, Flesh of Clay** (RoS)
** Elemental may use Flesh of Clay to others (example Summoner)
Armour: Hard Skin: Stone (Head 3, Arms 3, Body 3, Legs 3)
Weapons: Stone Fists (1d10+6; CV+1*; Impact), Hurling Earth (1d10+6; CV+1*; special)
Slaughter Margin: Hard (Impossible without magical weapons or spells)

Earth Elemental, Lesser


Type: Elemental
Size: Large (Black Orc, Centigor, Minotaur…); 5-11ft tall force of nature. Weight is about 700-2000lbs.
Habitat: Any
Range: Any
- Earth Elemental, Lesser Statistics -
Main Profile
WS BS S T Ag Int WP Fel
40 - 40 (4) 40 (4) 40 20 40 -
Skills: Common Knowledge (Elementals) (Int +10), Concealment (Ag), Follow Trail (Int), Intimidate (S),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Air), Elemental Immunity (Earth), Elemental Magic, Formless, Frightening, Hard
Skin (3; Stone), Hurling Earth, Instability, Natural Weapons (Hurling Earth, Stony Fists), Night Vision, Stony
Fists, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 20
Magic: 3; Earth Blood, Flesh of Clay** (RoS)
** Elemental may use Flesh of Clay to others (example Summoner)
Armour: Hard Skin: Stone (Head 3, Arms 3, Body 3, Legs 3)
Weapons: Stone Fists (1d10+4; CV+1*; Impact), Hurling Earth (1d10+4; CV+1*; special)
Slaughter Margin: Challenging (Impossible without magical weapons or spells)

WFRP 2nd Edition 8 Bestiary: Elementals


©2008 Jackdays Version 1.0
Earth Elemental, Least
Type: Elemental
Size: Small (Goblin, Halfling…); 1-5ft tall tiny force of nature. Weight is about 20-700lbs.
Habitat: Any
Range: Any
- Earth Elemental, Least Statistics -
Main Profile
WS BS S T Ag Int WP Fel
20 - 20 (2) 20 (2) 20 20 30 -
Skills: Common Knowledge (Elementals) (Int), Concealment (Ag), Dodge Blow (Ag +10), Follow Trail (Int),
Intimidate (S), Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int),
Speak Arcane Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Air), Elemental Immunity (Earth), Elemental Magic, Formless, Frightening, Hard
Skin (3; Stone), Hurling Earth, Instability, Natural Weapons (Hurling Earth, Stony Fists), Night Vision, Stony
Fists, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 10
Magic: 2; Earth Blood, Flesh of Clay** (RoS)
** Elemental may use Flesh of Clay to others (example Summoner)
Armour: Hard Skin: Stone (Head 3, Arms 3, Body 3, Legs 3)
Weapons: Stone Fists (1d10+2; CV+1*; Impact), Hurling Earth (1d10+2; CV+1*; special)
Slaughter Margin: Average (Impossible without magical weapons or spells)

-----

Earth Elemental Special Traits (all sizes):

Hurling Earth
Earth Elemental can easily pick-up parts of earth and throw them against its targets. Use Earth Elementals
BS score. Size and damage of these masses of earth is equal to Elements SB modifier (or any other rule
GM decides). Elemental may hurl half of it’s Attacks in one Full Action (always 1 hurl). “Rain” of stone and
dirt may easily cause structures to be destroyed. Also GM may decide that victims may need to make
Average Toughness Test or be knocked on the ground by the stones and dirt hurled by the Greater and
Major sized Elementals (Lesser Elemental may cause this also, but only to smaller creatures than Humans).

Stone Fists
Earth Elemental can create arm like parts. These stony fist’s cause damage equal of its SB modifier and
count as having the Impact Quality.

WFRP 2nd Edition 9 Bestiary: Elementals


©2008 Jackdays Version 1.0
Fire Elementals
Fire Elementals appear as figures of animated flame. They may move freely provided that they remain in
contact with both earth and air; if a Fire Elemental loses contact with the ground or is cut off from the air, it is
extinguished and ceases to exist (returns immediately to its plane). A Fire Elemental cannot cross a barrier
of any of the other elementals. It cannot move through solid objects, but can seep through structures which
are not air-tight at normal movement rates.
Wind of Magic: Aqshy – Lore of Fire or with Realms of Sorcery use Fire Mystical.

Fire Elemental, Greater


Type: Elemental
Size: Gigantic (Dragon, Giant, Hydra…); 15-21ft tall towering force of nature. Weight is about 7-8lbs.
Habitat: Any, but water
Range: Any
- Fire Elemental, Greater Statistics -
Main Profile
WS BS S T Ag Int WP Fel
80 - 80 (8) 80 (8) 80 20 60 -
Skills: Common Knowledge (Elementals) (Int +20), Follow Trail (Int), Intimidate (S +20), Navigation (Int
+20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane Language
(Elemental) (Int +20), Speak Arcane Language (Daemonic) (Int +10)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Burning Defense, Elemental Enemy (Water), Elemental Immunity (Fire), Elemental Magic, Ethereal,
Fiery Healing, Formless, Instability, Natural Weapons (Burning Touch), Night Vision, Terrifying, Unstoppable
Blows, Vulnerable to Water, Will of Iron

Combat
Attacks: 6; Movement: 8; Wounds: 60
Magic: 5; Aqshy’s Aegis (RoS), Curtain of Flame (RoS), Fire Ball
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Burning Touch (1d10+8; CV+1*; special)
Slaughter Margin: Impossible (Impossible without magical weapons or spells)

Fire Elemental, Major


Type: Elemental
Size: Huge (Griffon, Manticore, Wyvern…); 10-16ft tall huge force of nature. Weight is about 5-6lbs.
Habitat: Any, but water
Range: Any
- Fire Elemental, Major Statistics -
Main Profile
WS BS S T Ag Int WP Fel
60 - 60 (6) 60 (6) 60 20 50 -
Skills: Common Knowledge (Elementals) (Int +20), Follow Trail (Int), Intimidate (S +10), Navigation (Int
+20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane Language
(Elemental) (Int +10), Speak Arcane Language (Daemonic) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Burning Defense, Elemental Enemy (Water), Elemental Immunity (Fire), Elemental Magic, Ethereal,
Fiery Healing, Formless, Instability, Natural Weapons (Burning Touch), Night Vision, Terrifying, Unstoppable
Blows, Vulnerable to Water, Will of Iron

Combat
Attacks: 4; Movement: 6; Wounds: 40
Magic: 4; Aqshy’s Aegis (RoS), Curtain of Flame (RoS), Fire Ball
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Burning Touch (1d10+6; CV+1*; special)
Slaughter Margin: Hard (Impossible without magical weapons or spells)

WFRP 2nd Edition 10 Bestiary: Elementals


©2008 Jackdays Version 1.0
Fire Elemental, Lesser
Type: Elemental
Size: Large (Black Orc, Centigor, Minotaur…); 5-11ft tall force of nature. Weight is about 3-4lbs.
Habitat: Any, but water
Range: Any
- Fire Elemental, Lesser Statistics -
Main Profile
WS BS S T Ag Int WP Fel
40 - 40 (4) 40 (4) 40 20 40 -
Skills: Common Knowledge (Elementals) (Int +10), Follow Trail (Int), Intimidate (S), Navigation (Int +20),
Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane Language (Elemental)
(Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Burning Defense, Elemental Enemy (Water), Elemental Immunity (Fire), Elemental Magic, Ethereal,
Fiery Healing, Formless, Frightening, Instability, Natural Weapons (Burning Touch), Night Vision, Vulnerable
to Water, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 20
Magic: 3; Aqshy’s Aegis (RoS), Curtain of Flame (RoS), Fire Ball
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Burning Touch (1d10+4; CV+1*; special)
Slaughter Margin: Challenging (Impossible without magical weapons or spells)

Fire Elemental, Least


Type: Elemental
Size: Small (Goblin, Halfling…); 1-5ft tall tiny force of nature. Weight is about 1-2lbs.
Habitat: Any, but water
Range: Any
- Fire Elemental, Least Statistics -
Main Profile
WS BS S T Ag Int WP Fel
20 - 20 (2) 20 (2) 20 20 30 -
Skills: Common Knowledge (Elementals) (Int), Dodge Blow (Ag +10), Follow Trail (Int), Intimidate (S),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Burning Defense, Elemental Enemy (Water), Elemental Immunity (Fire), Elemental Magic, Ethereal,
Fiery Healing, Formless, Frightening, Instability, Natural Weapons (Burning Touch), Night Vision, Vulnerable
to Water, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 10
Magic: 2; Aqshy’s Aegis (RoS), Curtain of Flame (RoS), Fire Ball
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Burning Touch (1d10+2; CV+1*; special)
Slaughter Margin: Average (Impossible without magical weapons or spells)

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Fire Elemental Special Traits (all sizes):

Burning Defense
In melee range from Fire Elemental any character must make Average Toughness Test every round or get
1 Wound point of burning damage. This ignores Armour and Toughness Bonus. This happens even
Elemental is considered to be Ethereal.

Burning Touch
Fire Elementals hit causes its SB modifier amount of Fire damage to opponent. Because Fire Elemental is
living, burning fire all the time, its heat causes all flammable areas and elements to burst in fire in one round
of exposure. This happens even Elemental is considered to be Ethereal. So, when it moves through
materials they will feel the heat and catch fire. This attack ignores Armour.

Fiery Healing
One Full Action exposure to fire heals wounded Fire Elemental:
 Small fire (candle light, torch) heals 1 Wound.
 Medium fire (campfire, fireplace, explosion) heals 2 Wounds.
 Large fire (burning house, magical fire) heals 4 Wounds.
 Extreme fire (volcano, lava) heals 8 Wounds.

Vulnerable to Water
When a Fire Elemental is hit with a water-based attack, any Wounds suffered are doubled. Toughness
Bonus doesn’t help. Here is a damage that different quantities of water cause:
 Small dozes of water (cup of water) causes 1 Wound.
 Medium dozes of water (jug of water) causes 1d10/2 Wounds.
 Large dozes of Water (large barrel of water) causes 1d10+1 Wounds.
 Huge dozes of Water (small fountain) causes 1d10+5 Wounds.
 Extreme exposure of water (lake, river, sea, waterfall, rain, moving in snow) causes 1d10+10
Wounds and after that 1d10 Wounds every round of exposure.

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Metal Elementals
Metal Elementals have usually a smooth, metal hide in any form they take. But if they absorb more metal
they may start to look more moving armours or piles of metal junk. Different metals may change the color
from one place to another. They may move through solid objects of stone or metal at will, including walls,
doors and the ground itself (even they are not Ethereal). They may not cross a barrier composed of one of
the other elements (not including Earth Element), although they may go under or around such a barrier if
they can do so without losing contact with the ground. They must remain in contact with the ground at all
times; if an Metal Elemental is detached from the ground, it suddenly melts to bowls of metal liquid which
disappear fast (returns immediately to its plane). Metal- and Earth Elementals are connected, yet different. It
is argued that the Metal Element is just higher specialized form of Earth Elemental Magic, but it does use
different Wind of Magic.
Wind of Magic: Chamon – Lore of Metal or with Realms of Sorcery use Metal Elemental.

Metal Elemental, Greater


Type: Elemental
Size: Gigantic (Dragon, Giant, Hydra…); 15-21ft tall towering force of nature. Weight is about 10000-
20000lbs.
Habitat: Any
Range: Any
- Metal Elemental, Greater Statistics -
Main Profile
WS BS S T Ag Int WP Fel
80 - 80 (8) 80 (8) 80 20 60 -
Skills: Common Knowledge (Elementals) (Int +20), Concealment (Ag), Follow Trail (Int), Intimidate (S +20),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int +20), Speak Arcane Language (Daemonic) (Int +10)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Absorb Metal, Elemental Enemy (Wood), Elemental Immunity (Metal), Elemental Magic, Formless,
Hard Skin (5; Metal), Instability, Iron Fists, Natural Weapons (Iron Fists), Night Vision, Terrifying,
Unstoppable Blows, Will of Iron

Combat
Attacks: 6; Movement: 8; Wounds: 60
Magic: 5; Armour of Lead, Lighting Bolt, Tale of Metal (RoS), Transformation of Metal
Armour: Hard Skin: Metal (Head 5, Arms 5, Body 5, Legs 5)
Weapons: Iron Fists (1d10+8; CV+1*; Impact, special)
Slaughter Margin: Impossible (Impossible without magical weapons or spells)

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Metal Elemental, Major
Type: Elemental
Size: Huge (Griffon, Manticore, Wyvern…); 10-16ft tall huge force of nature. Weight is about 2000-10000lbs.
Habitat: Any
Range: Any
- Metal Elemental, Major Statistics -
Main Profile
WS BS S T Ag Int WP Fel
60 - 60 (6) 60 (6) 60 20 50 -
Skills: Common Knowledge (Elementals) (Int +20), Concealment (Ag), Follow Trail (Int), Intimidate (S +10),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int +10), Speak Arcane Language (Daemonic) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Absorb Metal, Elemental Enemy (Wood), Elemental Immunity (Metal), Elemental Magic, Formless,
Hard Skin (5; Metal), Instability, Iron Fists, Natural Weapons (Iron Fists), Night Vision, Terrifying,
Unstoppable Blows, Will of Iron

Combat
Attacks: 4; Movement: 8; Wounds: 40
Magic: 4; Armour of Lead, Lighting Bolt, Tale of Metal (RoS), Transformation of Metal
Armour: Hard Skin: Metal (Head 5, Arms 5, Body 5, Legs 5)
Weapons: Iron Fists (1d10+6; CV+1*; Impact, special)
Slaughter Margin: Hard (Impossible without magical weapons or spells)

Metal Elemental, Lesser


Type: Elemental
Size: Large (Black Orc, Centigor, Minotaur…); 5-11ft tall force of nature. Weight is about 700-2000lbs.
Habitat: Any
Range: Any
- Metal Elemental, Lesser Statistics -
Main Profile
WS BS S T Ag Int WP Fel
40 - 40 (4) 40 (4) 40 20 40 -
Skills: Common Knowledge (Elementals) (Int +10), Concealment (Ag), Follow Trail (Int), Intimidate (S),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Absorb Metal, Elemental Enemy (Wood), Elemental Immunity (Metal), Elemental Magic, Formless,
Frightening, Hard Skin (5; Metal), Instability, Iron Fists, Natural Weapons (Iron Fists), Night Vision,
Unstoppable Blows, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 20
Magic: 3; Armour of Lead, Lighting Bolt, Tale of Metal (RoS), Transformation of Metal
Armour: Hard Skin: Metal (Head 5, Arms 5, Body 5, Legs 5)
Weapons: Iron Fists (1d10+4; CV+1*; Impact, special)
Slaughter Margin: Challenging (Impossible without magical weapons or spells)

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Metal Elemental, Least
Type: Elemental
Size: Small (Goblin, Halfling…); 1-5ft tall tiny force of nature. Weight is about 20-700lbs.
Habitat: Any
Range: Any
- Metal Elemental, Least Statistics -
Main Profile
WS BS S T Ag Int WP Fel
20 - 20 (2) 20 (2) 20 20 30 -
Skills: Common Knowledge (Elementals) (Int), Concealment (Ag), Dodge Blow (Ag +10), Follow Trail (Int),
Intimidate (S), Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int),
Speak Arcane Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Absorb Metal, Elemental Enemy (Wood), Elemental Immunity (Metal), Elemental Magic, Formless,
Frightening, Hard Skin (5; Metal), Instability, Iron Fists, Natural Weapons (Iron Fists), Night Vision,
Unstoppable Blows, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 10
Magic: 2; Armour of Lead, Lighting Bolt, Tale of Metal (RoS), Transformation of Metal
Armour: Hard Skin: Metal (Head 5, Arms 5, Body 5, Legs 5)
Weapons: Iron Fists (1d10+2; CV+1*; Impact, special)
Slaughter Margin: Average (Impossible without magical weapons or spells)

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Metal Elemental Special Traits (all sizes):

Absorb Metal
When Metal Elemental touches any metal Full Action it may absorb the metal to itself or if smaller than this
metal item then turn it’s form to a another. Example Metal Elemental may “take” (or make it useless) metal
weapons, armour, shields, locks, metal doors, metal chests…etc. Only magical metal (blessed, chaos,
enchanted by magic…etc.) is protected and cannot be ruin this way. Metal Elemental doesn’t have ability to
actually create items, only rude ones which should be considered Poor Quality, which give extra -1 to
damage and double the weight. Also armour gives extra -10% penalty to Agility.

Iron Fists
Metal Elemental can create arm like parts. These iron fist’s cause damage equal of its SB modifier and
count as having the Impact Quality. Also hits to any metal armour penetrate the armour like it would not be
there. These fast attacks may still not absorb the armour to Metal Elemental, only go through the armour.

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Water Elementals
In sea Water Elementals are referred as Sea Elementals. Water Elementals can take the form of huge
waves or waterspouts in a body of water such as a sea or lake, and appear as torrential, driving rain over
land. They can move between earth and air at normal movement rates, but cannot wholly enter either the
earth or the air. In addition, they may move through any body of water, including underground rivers and
drains. Cold freezes the Water Elemental and if Water Elemental will freeze totally it will disappear back to
its own realm. Moving Water Elemental will not freeze so easily. Elemental will become slower. Subtract 1
Movement point per 10 minutes and when there is no more movement points, then it has frozen totally. In
extreme cold weather subtract 1 Movement point per 5 minutes. Water Element can always “live” and move
under the ice, if there is moving water. Also Water Elemental may move through large amounts of snow
(example ground covered by heavy snow).
Wind of Magic: Ghyran - Lore of Life or with Realms of Sorcery use Life Elemental.

Water Elemental, Greater


Type: Elemental
Size: Gigantic (Dragon, Giant, Hydra…); 15-21ft tall towering force of nature. Weight is about 2000-
10000lbs.
Habitat: Any
Range: Any
- Water Elemental, Greater Statistics -
Main Profile
WS BS S T Ag Int WP Fel
80 - 80 (8) 80 (8) 80 20 60 -
Skills: Common Knowledge (Elementals) (Int +20), Concealment (Ag), Follow Trail (Int), Intimidate (S +20),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int +20), Speak Arcane Language (Daemonic) (Int +10)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Fire), Elemental Immunity (Water), Elemental Magic, Extinguish Fire, Formless,
Instability, Natural Weapons (Water Smash), Night Vision, Terrifying, Unstoppable Blows, Vortex, Water
Movement, Water Smash, Will of Iron

Combat
Attacks: 6; Movement: 8; Wounds: 60
Magic: 5; Geyser, Lighting Bolt, River’s Whisper
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Water Smash (1d10+8; CV+1*; special)
Slaughter Margin: Impossible (Impossible without magical weapons or spells)

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Water Elemental, Major
Type: Elemental
Size: Huge (Griffon, Manticore, Wyvern…); 10-16ft tall huge force of nature. Weight is about 500-2000lbs.
Habitat: Any
Range: Any
- Water Elemental, Major Statistics -
Main Profile
WS BS S T Ag Int WP Fel
60 - 60 (6) 60 (6) 60 20 50 -
Skills: Common Knowledge (Elementals) (Int +20), Concealment (Ag), Follow Trail (Int), Intimidate (S +10),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int +10), Speak Arcane Language (Daemonic) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Fire), Elemental Immunity (Water), Elemental Magic, Extinguish Fire, Formless,
Instability, Natural Weapons (Water Smash), Night Vision, Terrifying, Unstoppable Blows, Vortex, Water
Movement, Water Smash, Will of Iron

Combat
Attacks: 4; Movement: 8; Wounds: 40
Magic: 4; Geyser, Lighting Bolt, River’s Whisper
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Water Smash (1d10+6; CV+1*; special)
Slaughter Margin: Hard (Impossible without magical weapons or spells)

Water Elemental, Lesser


Type: Elemental
Size: Large (Black Orc, Centigor, Minotaur…); 5-11ft tall force of nature. Weight is about 250-500lbs.
Habitat: Any
Range: Any
- Water Elemental, Lesser Statistics -
Main Profile
WS BS S T Ag Int WP Fel
40 - 40 (4) 40 (4) 40 20 40 -
Skills: Common Knowledge (Elementals) (Int +10), Concealment (Ag), Follow Trail (Int), Intimidate (S),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Fire), Elemental Immunity (Water), Elemental Magic, Extinguish Fire, Formless,
Frightening, Instability, Natural Weapons (Water Smash), Night Vision, Unstoppable Blows, Vortex, Water
Movement, Water Smash, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 20
Magic: 3; Geyser, Lighting Bolt, River’s Whisper
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Water Smash (1d10+4; CV+1*; special)
Slaughter Margin: Challenging (Impossible without magical weapons or spells)

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Water Elemental, Least
Type: Elemental
Size: Small (Goblin, Halfling…); 1-5ft tall tiny force of nature. Weight is about 16-35lbs.
Habitat: Any
Range: Any
- Water Elemental, Least Statistics -
Main Profile
WS BS S T Ag Int WP Fel
20 - 20 (2) 20 (2) 20 20 30 -
Skills: Common Knowledge (Elementals) (Int), Concealment (Ag), Dodge Blow (Ag +10), Follow Trail (Int),
Intimidate (S), Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int),
Speak Arcane Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Fire), Elemental Immunity (Water), Elemental Magic, Extinguish Fire, Formless,
Frightening, Instability, Natural Weapons (Water Smash), Night Vision, Unstoppable Blows, Vortex, Water
Movement, Water Smash, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 10
Magic: 2; Geyser, Lighting Bolt, River’s Whisper
Armour: - (Head 0, Arms 0, Body 0, Legs 0)
Weapons: Water Smash (1d10+2; CV+1*; special)
Slaughter Margin: Average (Impossible without magical weapons or spells)

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Water Elemental Special Traits (all sizes):

Extinguish Fire
Water Elemental can easily put out any natural fire that causes lesser damage than the size of the Water
Elemental (use SB) just touching the fire. Example for these can be torches, campfires, lanterns…etc.

Vortex
In a large body of water (lake, river…etc.) Water Elemental can create whirlpool and drown any swimming
creature or other floating vessel (boats and even ships). Whirlpool must be as wide as swimming target or
the vessel, that it is subdued and sinks. Elemental can create whirlpool as wide as its own size in feet.
Making of Whirlpool takes one Full Action. When victim is caught to the whirlpool swimmer must make Hard
(-20%) Swim Test every round. Rowers must make Hard (-20%) Strength Test (multiple rowers make the
changes better. Everyone can try). If victim escapes, then elemental can stop the whirlpool in one Full
Action, move and make it again in a new place. If victim doesn’t make it out (two failed tests in a row), then
victim goes under water. Use suffocation rules for drowning. Victim can try to struggle against, but after this
point victim must make Very Hard (-30%) Strength Test. Amount of needed rounds depend on the size of
Whirlpool. Divide the size of the elemental (in feet and use the highest number) by the size of victim.
Example: 6ft human swimmer will not be affected by the Vortex made by Least Elemental, but may drown by
Vortex made by Lesser Elemental and needs one test to survive. Here are examples:
 Greater Elemental: Human swimmer and row-boat must make three tests and Halfling swimmer
must make five tests. Also this size Vortex drowns normal river boat/ship.
 Major Elemental: Human swimmer and row-boat must make two tests and Halfling swimmer must
make three tests. Also this size Vortex drowns normal small sail-boat.
 Lesser Elemental: Human swimmer must make one tests and Halfling swimmer must make two
tests. Also this size Vortex drowns normal row-boat.
 Least Elemental: Human swimmer is safe, but Halfling swimmer must make one test.

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Water Movement
Water Elemental can be used to move any water vessel or any item floating. Elemental can make move this
vessel it’s own speed. This takes Full Action, so elemental may not do anything else than “carry the vessel”.

Water Smash
Water Elemental can hit strong almost solid like attack that causes damage equal of it’s SB modifier. Also
victims, that are half smaller (or more) must make Average Agility Test after every attack that hits or fall to
the ground by the force of water. In water it is common that large Water Elemental attacks the vessel (boat,
ship…etc.) as a huge wave and not all tries to hit the passengers, but also tries to damage the vessel with
few attacks. In a small vessel (row-boat) GM may decide that any passenger hit by this attack and fails
Agility Test falls to the water.

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Wood Elementals
Sometimes Wood Elementals are referred also as Life Elementals or Plant Elementals. Wood Elementals
have a rough (and tough), old tree like bark covered with other plants in any form they take. Their
appearance is strange mix of plants (moss, lichen, vines, weeds, mushrooms, flowers…etc.); even their
main body is usually tree or large bush. Because their appearance Wood Elementals can easily be mistaken
to the Treemen. They do look like massive humanoid creatures that resemble upright walking trees with mix
of other plants. They may move through any plant and growth even how tight it is. Wood Element must stay
in touch with either Earth or Water and Air, or they will disappear (Wood Elemental seems to wither in very
fast and just die returning to its own realm). They cannot move to underground.
Wind of Magic: Ghyran – Lore of Life or with Realms of Sorcery use Life Mystical.

Wood Elemental, Greater


Type: Elemental
Size: Gigantic (Dragon, Giant, Hydra…); 15-21ft tall towering force of nature. Weight is about 1000-4000lbs.
Habitat: Any, but underground
Range: Any
- Wood Elemental, Greater Statistics -
Main Profile
WS BS S T Ag Int WP Fel
80 - 80 (8) 80 (8) 80 20 60 -
Skills: Common Knowledge (Elementals) (Int +20), Concealment (Ag), Follow Trail (Int), Intimidate (S +20),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int +20), Speak Arcane Language (Daemonic) (Int +10)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Metal), Elemental Immunity (Wood), Elemental Magic, Flammable, Formless,
Hammering Limbs, Hard Skin (3; Bark), Instability, Natural Weapons (Hammering Limbs), Night Vision,
Terrifying, Unstoppable Blows, Will of Iron

Combat
Attacks: 6; Movement: 8; Wounds: 60
Magic: 5; Father of Thorns (RoS), Leaf Fall (RoS), Radiant Gaze, Tree-Dweller’s Step (RoS), Trees’ Rustle
(RoS), Vital Growth (RoS)
Armour: Hard Skin: Bark (Head 3, Arms 3, Body 3, Legs 3)
Weapons: Hammering Limbs (1d10+8; CV+1*; Impact, Snare)
Slaughter Margin: Impossible (Impossible without magical weapons or spells)

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Wood Elemental, Major
Type: Elemental
Size: Huge (Griffon, Manticore, Wyvern…); 10-16ft tall huge force of nature. Weight is about 250-500lbs.
Habitat: Any
Range: Any
- Wood Elemental, Major Statistics -
Main Profile
WS BS S T Ag Int WP Fel
60 - 60 (6) 60 (6) 60 20 50 -
Skills: Common Knowledge (Elementals) (Int +20), Concealment (Ag), Follow Trail (Int), Intimidate (S +10),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int +10), Speak Arcane Language (Daemonic) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Metal), Elemental Immunity (Wood), Elemental Magic, Flammable, Formless,
Hammering Limbs, Hard Skin (3; Bark), Instability, Natural Weapons (Hammering Limbs), Night Vision,
Terrifying, Unstoppable Blows, Will of Iron

Combat
Attacks: 4; Movement: 8; Wounds: 40
Magic: 4; Father of Thorns (RoS), Leaf Fall (RoS), Radiant Gaze, Tree-Dweller’s Step (RoS), Trees’ Rustle
(RoS), Vital Growth (RoS)
Armour: Hard Skin: Bark (Head 3, Arms 3, Body 3, Legs 3)
Weapons: Hammering Limbs (1d10+6; CV+1*; Impact, Snare)
Slaughter Margin: Hard (Impossible without magical weapons or spells)

Wood Elemental, Lesser


Type: Elemental
Size: Large (Black Orc, Centigor, Minotaur…); 5-11ft tall force of nature. Weight is about 60-125lbs.
Habitat: Any
Range: Any
- Wood Elemental, Lesser Statistics -
Main Profile
WS BS S T Ag Int WP Fel
40 - 40 (4) 40 (4) 40 20 40 -
Skills: Common Knowledge (Elementals) (Int +10), Concealment (Ag), Follow Trail (Int), Intimidate (S),
Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int), Speak Arcane
Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Metal), Elemental Immunity (Wood), Elemental Magic, Flammable, Formless,
Frightening, Hammering Limbs, Hard Skin (3; Bark), Instability, Natural Weapons (Hammering Limbs), Night
Vision, Unstoppable Blows, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 20
Magic: 3; Father of Thorns (RoS), Leaf Fall (RoS), Radiant Gaze, Tree-Dweller’s Step (RoS), Trees’ Rustle
(RoS), Vital Growth (RoS)
Armour: Hard Skin: Bark (Head 3, Arms 3, Body 3, Legs 3)
Weapons: Hammering Limbs (1d10+4; CV+1*; Impact, Snare)
Slaughter Margin: Challenging (Impossible without magical weapons or spells)

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Wood Elemental, Least
Type: Elemental
Size: Small (Goblin, Halfling…); 1-5ft tall tiny force of nature. Weight is about 15-30lbs.
Habitat: Any
Range: Any
- Wood Elemental, Least Statistics -
Main Profile
WS BS S T Ag Int WP Fel
20 - 20 (2) 20 (2) 20 20 30 -
Skills: Common Knowledge (Elementals) (Int), Concealment (Ag), Dodge Blow (Ag +10), Follow Trail (Int),
Intimidate (S), Navigation (Int +20), Perception (Int +20), Magical Sense (WP +20), Outdoor Survival (Int),
Speak Arcane Language (Elemental) (Int)
Talents: Ambidextrous, Orientation, Strike to Injure*
Traits: Elemental Enemy (Metal), Elemental Immunity (Wood), Elemental Magic, Flammable, Formless,
Frightening, Hammering Limbs, Hard Skin (3; Bark), Instability, Natural Weapons (Hammering Limbs), Night
Vision, Unstoppable Blows, Will of Iron

Combat
Attacks: 2; Movement: 4; Wounds: 10
Magic: 2; Father of Thorns (RoS), Leaf Fall (RoS), Radiant Gaze, Tree-Dweller’s Step (RoS), Trees’ Rustle
(RoS), Vital Growth (RoS)
Armour: Hard Skin: Bark (Head 3, Arms 3, Body 3, Legs 3)
Weapons: Hammering Limbs (1d10+2; CV+1*; Impact, Snare)
Slaughter Margin: Average (Impossible without magical weapons or spells)

-----

Wood Elemental Special Traits (all sizes):

Flammable
When a Wood Elemental is hit with a fire-based attack, any Wounds suffered are doubled. This is calculated
after any deductions for TB modifier or Armour Points.

Hammering Limbs
Wood Elemental can create arm like blunt branches with vines. These blunt clubs cause damage equal of its
SB modifier and vines try to snare the victims. These attacks count as having the Impact and Snare
Qualities. If victim is Snared Elemental looses one attack, but usually focuses another to attack this trapped
victim. Snares, that are vines mostly, can be hacked to pieces. It will take Full Action to any other person to
focus on snared victim and also bladed weapon (stab attacks, bullets and arrows will not do this). With 8
points of damage victim is freed. New vines take the place of lost until Element is totally destroyed. Note: If
Elemental is attacked with non-magical weapons, then 8 points of damage will cut the wines, but is NOT
subtracted from the total amount of Wounds.

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Elemental Rituals
Here are details of Elemental Rituals. Each Elemental type has four different Rituals (Least, Lesser, Major,
Greater). Commonly Elementalists only learn one type of element and Rituals of summoning that type of
elemental beings. But it is possible to learn multiple, even all types of Elemental Rituals. This should be
basically impossible and very time consuming, not to mention the Experiment Points needed.

Summon Elemental Force


Type: Arcane
Arcane Language: Elemental
Magic: 2 (Least Elemental Force), 2 (Lesser Elemental Force), 3 (Major Elemental Force), 4 (Greater
Elemental Force)
XP: 200 (Least Elemental Force), 200 (Lesser Elemental Force), 300 (Major Elemental Force), 300 (Greater
Elemental Force)
Ingredients: Element that is summoned must be present (fire for Fire Elemental, water for Water
Elemental…etc.). Example: Water Elemental maybe impossible summon in the middle of desert (unless
there is pool of water) or Earth Elemental in the middle of Sea. Special ingredients help the summoning
process, which requires very high Casting Number, but are not necessary (they are destroyed even if
summoning is not successful). Check below (Elemental Ingredients –table) for few sample ingredients.
Conditions: To cast summoning spells the Elementalist must have both Common Knowledge (Elementals)
and Speak Arcane Language (Elementalism). If summoner has Lore (check above Winds of Magic from
every Elemental) connected to the Elemental this gives +2 bonus. If the specialist Lore (Cardinal, Elemental
or Mystical connected to Elemental) then this gives +4 bonus. Also if GM rules Hedge Wizards with
Witchcraft Talent may have +2 bonus if they have taken three right Lore spells and +4 bonus if six right
specialist Lore spells.
Last and most important thing is, that when the Elemental is drawn to this world (successful ritual), the
summoner must also succeed on opposite Will Power Test against the Elemental. Otherwise the Elemental
will not enter this realm even ritual is successful.
Elementalist must learn summoning rituals all in order to learn next. Also all previous/lighter versions must
be cast first to summon greater Elemental creature. So, Elementalist must know the minor rituals to use
higher ritual. If minor rituals (any of them) fail then it must be done again or higher ritual can not be started.
Ingredients are lost also. Only the last ritual summons the Elemental creature. Example: To summon Major
Elemental Force the Elementalist must first cast Least Elemental Force Ritual, then Lesser Elemental Force
Ritual and finally Major Elemental Force Ritual that will actually do the summoning.
Consequences: If you fail your Casting Roll, you must roll from Elemental Response –table (below) what
summoned elemental force actually does.
Casting Number: 18 (Least Elemental Force), 22 (Lesser Elemental Force), 26 (Major Elemental Force), 30
(Greater Elemental Force)
Casting Time:
 Least Elemental Force: 1 hour
 Lesser Elemental Force: 1 hour + 1 hour from Least Ritual
 Major Elemental Force: 1 hour + 1 hour Lesser Ritual + 1 hour Least Ritual
 Greater Elemental Force: 1 hour + 1 hour Major Ritual + 1 hour Lesser Ritual + 1 hour Least Ritual
Description: This ritual will try to summon Elemental Force from it’s realm to this world. Summoned
elemental doesn’t come willingly, it is forced to come. Spell also binds Elemental Force under the will of
summoner. If caster fails to cast the spell he/she must roll from table above what actually happens then.
Elemental and its summoner has mental connection that no range will break. Summoned elemental will only
do its summoners bidding. After week in this world Elemental Force must make Average Will Test every
day or it returns to its own elemental realm automatically.

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Elemental Ingredients:
Even Elemental summoning doesn’t require special ingredients (only the presense of needed
Elementals), these ingredients are known to help the summoning process. Here are just few powerful
ingredients known (there probably others among other races and nations of the world):

Ingredients known in the Old World, Elves and Araby:


Air: The wing of Griffon (+4), The heart of a Griffon (+2)
Earth: The claws of Basilisk (+4). The heart of a Giant (+2)
Fire: The heart of a Dragon (+4), The heart of a Hydra (+2)
Metal: Any metal or Gems worth 100gc (+4), Any metal or Gems worth 50gc (+2)
Water: The eye of a Kraken (+4), Any Amobae (+2)
Wood: Some remains (least 50lbs) of dead Treeman (+4), Two killed Bloodsedge plants (+2)

Ingredients known in the Grand Cathay:


Air: An empty ivory vessel from Jackal Province (+2)
Earth: A phial of soil from the Eternal Gardens of the Monkey-King (+2)
Fire: A smear of eternally-burning sulphur from the Dragon’s Tongue Slopes (+2)
Metal: Any gems from the Mountains of Mourn worth 40gc (+2)
Water: A sealed bauble of water from the Great River of Cathay (+2)
Wood: A dried piece of bamboo from the Forbidden Fields of Wu-Fan-Xu (+2)

Elemental Response:
Elementals do not come willingly to this world. Summoner must succeed on binding them to come this
realm and then also succeed on casting the ritual. If this fails, then true horror may starts:

01- 20: Elemental doesn’t remain. It returns immediately to its own realm.
21-40: Elemental goes its own way. Elemental will roam freely in world until it is destroyed/banished
back to its realm. Elemental is angry and will attack anything in its way.
41-50: Elemental will attack Summoner and either is destroyed/banished or kills summoner then
returning to its realm.
51-60: Elemental will attack Summoner and either is destroyed/banished or kills summoner. Then
Elemental goes its own way. Elemental will roam freely in world until it is destroyed/banished back to its
realm. Elemental is angry and will attack anything in it’s way. If summoner has friends these are first
attacked.
61-70: Elemental will attack closest creature and either is destroyed/banished or kills this enemy then
returning to its realm.
71-80: Elemental will attack closest creature and either is destroyed/banished or kills this enemy. Then
Elemental goes its own way. Elemental will roam freely in world until it is destroyed/banished back to its
realm. Elemental is angry and will attack anything in its way. If summoner has friends, then they are first
attacked.
81-90: Elemental will attack everyone on its sight. It will not stop until everyone is killed or it is
destroyed/banished. After this it returns to its realm.
91-00: Elemental will attack everyone on its sight. It will not stop until everyone is killed or it is
destroyed/banished. Then Elemental goes its own way. Elemental will roam freely in world until it is
destroyed/banished back to its realm. Elemental is angry and will attack anything in its way. If
summoner has friends these are first attacked.

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Elemental Summoning Circle
An Elemental Summoning Circle is basically just simple circle with all the Elemental symbols inscribed in the
opposite sides. To do these symbols (and wards) right the caster must know basics of Elemental Magic.
Circle helps to control the Elemental Force summoned, and also protects its user.

To draw the Summoning Circle, the caster must have the Academic Knowledge (Elementalism) skill and
materials worth 100gc x the Magic Characteristic required by the ritual. Drawing the circle requires 1 hour of
careful work, and at the end of this time, the GM secretly makes an Average Academic Knowledge
(Elementalism) Test for the Character. Each degree of success grants the user a +10% bonus to his Will
Power Test made to summon the Elemental. Should the circle be breached (smudged or scattered) at any
time this bonus is lost and Elemental Force is free.

Once the circle is drawn, the caster may then perform the ritual to summon the Elemental Force. If the ritual
now fails, the Elemental appears inside the circle and is trapped there unless it succeeds Hard (-20%) Will
Power Test. If Elemental is trapped then summoner may send it safely back to its own realm and try the
summoning again.

When circle is used once (Elemental appears in the circle) it cannot be used again. Failed summoning
doesn’t make circle useless.

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Elemental Runes
Dwarfs know also summoning Runes for Elementals. Elementals are commonly used by the Dwarfs as
protection or guardians. Elemental Runes are placed in the stationary places were they ward certain area
(maximum area is either small building/hut or large hall). Common place to Elemental Runes are keep gates,
doors and entering halls. Also doors, rooms and corridors to treasure rooms or burial champers. Another
common place is to protect any secret ways.

Even all the types of Elements have little different rune, they all use the same idea and Dwarfs need to learn
only one rune to summon any kind of elemental being. Yet, Dwarfs commonly use either Earth or Metal
elements. In some places they may use Fire or Water Elements (close to underground water sources or lava
sources). Any other elements are hardly ever used by the Dwarfs. Runesmiths decide the type of elemental
when they start creating the rune. Even one rune is usually used to one place, it is possible use multiple.

New Rune Type:


Construct: Construct runes usually make some construct more powerful, protected, even alive or
create some area effect. These runes are usually placed in more stationary places (doorways, hallways,
tunnels, buildings…etc.), but there are exceptions like all animation runes. Unlike smaller objects these
stationary targets are usually large enough to handle even multiple Master Runes.

Master Rune of Elementalism


Type: Construct
Inscription Number: 30
Empowerment: 10
Description (Permanent): This rune creates area effect that wards area (maximum size: Small building/hut
or large hall) from things that Runesmith chooses (this could be from non-Dwarfs, Elves, Humans, Chaos,
anyone, those without right password…etc). Must be inscribed to stationary target. If this target is destroyed
or moved the effect disappears. There can be multiple similar runes, but that is rare. When someone, not
allowed, enters this area the rune summons the Major Elemental creature to defend the area. It will fight
anyone in the area, unless Runesmith has given orders not to harm certain types (like Dwarfs, certain
persons…etc.). Elemental will return to its own realm if its enemies leave the area or they are killed.
Elemental will not leave the area, that is why Rune is commonly placed in the position that Elemental is not
easily dodged without fight. Note! When Elemental is summoned it is always in full health.
Description (Temporary): As permanent, but elemental is summoned only once and then the rune is
useless.

Rune of Elementalism
Type: Construct
Inscription Number: 20
Empowerment: 8
Description (Permanent): This rune creates area effect that wards area (maximum size: Small building/hut
or large hall) from things that Runesmith chooses (this could be from non-Dwarfs, Elves, Humans, Chaos,
anyone, those without right password…etc). Must be inscribed to stationary target. If this target is destroyed
or moved the effect disappears. There can be multiple similar runes, but that is rare. When someone, not
allowed, enters this area the rune summons the Least Elemental creature to defend the area. It will fight
anyone in the area, unless Runesmith has given orders not to harm certain types (like Dwarfs, certain
persons…etc.). Elemental will return to its own realm if its enemies leave the area or they are killed.
Elemental will not leave the area, that is why Rune is commonly placed in the position that Elemental is not
easily dodged without fight. Note! When Elemental is summoned it is always in full health.
Description (Temporary): As permanent, but elemental is summoned only once and then the rune is
useless.

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