From: Alchemists Alembic
Lore: Within the Alchemist’s Alembic, the Elemental Familiars are the product of the alchemist’s extensive experimentation with elemental forces. Seeking to harness and control the raw power of the elements, the alchemist conducted rituals and infused ordinary creatures with elemental energies. As a result, small elemental creatures known as familiars were created, each embodying a specific element—fire, air, earth, or water. These familiars are sentient beings, loyal to the alchemist and bound to specific areas within the dungeon, serving as both guardians and companions.
Level One Stats:
- Health Points (HP): 15-25
- Attack Damage: 3-6
- Defense: 1-3
- Speed: 10-15
- Initiative: +3
Skills:
- Elemental Burst: The familiar unleashes a burst of elemental energy, inflicting damage to enemies within a small radius. The type of elemental damage depends on the familiar’s affinity (fire, air, earth, or water).
- Elemental Manipulation: Familiars have the ability to manipulate their respective element to a limited extent, such as conjuring small flames, creating gusts of wind, causing minor tremors, or manipulating water currents.
- Elemental Resilience: Familiars possess innate resistance to their associated element, reducing the effectiveness of attacks utilizing their opposing element.
Strategy: Elemental Familiars use their elemental abilities and agility to outmaneuver their foes. They employ hit-and-run tactics, striking swiftly and then retreating to exploit their adversaries’ vulnerabilities. Their small size allows them to navigate tight spaces and perform acrobatic maneuvers, making it challenging for opponents to land hits.
Attacks:
- Elemental Strike: The familiar delivers a quick elemental-infused strike using claws, talons, or small projectiles associated with their element (e.g., fireballs, gusts of wind, earth spikes, water jets).
- Elemental Shield: Familiars can create a protective barrier using their element to deflect or absorb incoming attacks, reducing the damage received.
- Elemental Support: Familiars can aid their master or fellow creatures within their area of influence by providing minor buffs or healing using their elemental powers.
Vulnerabilities:
- Elemental Weakness: Despite their elemental resistance, familiars are vulnerable to attacks of their opposing element. For example, a fire-based familiar is susceptible to attacks that utilize water-based or ice-based magic.
- Fragile Forms: Familiars have relatively low health and defense, making them susceptible to direct physical attacks. Foes who can bypass their elemental defenses and land solid blows can swiftly neutralize them.
Tags: Elemental Creatures, Agile Guardians, Elemental Affinities, Supportive Companions, Tactical Maneuverability
Encountering Elemental Familiars within The Alchemist’s Alembic requires adaptability and strategic thinking. Their elemental powers and quick movements demand careful planning and consideration of elemental strengths and weaknesses. Engaging in direct confrontation might prove challenging, as their agility and elemental defenses allow them to dodge attacks and retaliate swiftly. Exploring alternative approaches, such as utilizing the environment or exploiting their elemental vulnerabilities, will increase the chances of overcoming these mystical creatures and progressing further into the dungeon.
Elemental Familiars within The Alchemist’s Alembic are encountered in specific areas of the dungeon that correspond to their elemental affinity. The environment in which they are fought reflects the nature of their element and often provides additional challenges or advantages. Here are examples of where and how they can be fought:
- Chamber of Fiery Salamanders: This chamber is engulfed in flickering flames, with lava streams flowing through the floor. Fiery salamanders scuttle across the burning terrain, leaping from lava pools to attack intruders. The battle takes place amidst intense heat and hazardous terrain, where adventurers must navigate carefully to avoid being burned or pushed into the scorching lava.
- Ethereal Aerie: An expansive chamber filled with swirling currents of air and floating platforms. Ethereal air sprites dart through space, utilizing their flight and agility to strike from above or disappear into gusts of wind. The battle involves mid-air combat and the challenge of maintaining balance on the precarious platforms.
- Earthen Caverns: A series of interconnected underground chambers where rock-skinned earth elementals dwell. The battle takes place amidst rocky terrain, with the earth elementals using their strength and ability to manipulate stone to create barriers, launch projectiles, or even cause seismic tremors to disrupt their adversaries.
- Aquatic Grotto: A submerged chamber with cascading waterfalls and shimmering pools. Water nymphs glide through the water, using their aquatic grace and control over water currents to launch attacks. The battle involves fighting in and around water, with the nymphs summoning waves, shooting water projectiles, or even ensnaring opponents with swirling currents.
When defeated, the remains of Elemental Familiars can serve various purposes within the dungeon:
- Elemental Essence: Extracting elemental essence from the remains allows adventurers to harness their elemental powers. The essence can be used in alchemical recipes, enchantments, or rituals that involve elemental magic, granting temporary elemental enhancements or the creation of elemental-infused items.
- Elemental Sigils: The remains may contain unique elemental sigils, representing the familiar’s connection to their respective element. These sigils can be used as keys to unlock elemental-themed puzzles, open hidden doors, or activate ancient mechanisms within the dungeon.
- Elemental Trinkets: The familiars’ remains can be crafted into trinkets or charms that provide minor elemental-based bonuses or resistances. For example, a pendant made from the remains of a fiery salamander might grant resistance to fire-based attacks, while a bracelet crafted from an ethereal air sprite might enhance agility or provide limited levitation.
- Elemental Conduits: By infusing the remains with alchemical compounds and binding them to specialized devices, adventurers can create elemental conduits. These conduits act as temporary sources of elemental energy, allowing for the manipulation and control of specific elemental forces within the dungeon.
Utilizing the remains of Elemental Familiars requires a solid understanding of elemental magic and alchemical principles. Carefully harnessing their essence, sigils, or trinkets can provide adventurers with additional tools, enhancements, or access to hidden areas within The Alchemist’s Alembic, assisting them in their exploration and encounters with the alchemist’s chaotic creations.

Sensory Perceptions of Elemental Familiars
- Sight:
- Perception: The Elemental Familiars are immediately eye-catching due to their vibrant and distinct appearances.
- Description: Each familiar embodies its respective element:
- The fire familiar resembles a small salamander with flames flickering along its body, emitting a warm, glowing light.
- The air familiar is an ethereal sprite, almost translucent, darting through the air amidst swirling currents.
- The earth familiar is a rock-skinned elemental, solid and grounded, with small stones orbiting around it.
- The water familiar is a graceful nymph, shimmering with droplets of water as it glides through pools.
- Positives: Their appearances provide clear indications of their elemental affinities, allowing for tactical planning.
- Negatives: Their bright and dynamic forms can be distracting or intimidating, potentially causing hesitation.
- Sound:
- Perception: Each familiar produces distinct sounds associated with their element.
- The fire familiar crackles and pops like burning wood, accompanied by the soft roar of flames.
- The air familiar emits a constant, soft whooshing sound, like wind through trees, occasionally punctuated by high-pitched whistles.
- The earth familiar makes grinding and rumbling noises, like stones shifting or gravel being walked on.
- The water familiar has a continuous sound of flowing water, with occasional splashes and ripples.
- Positives: The sounds provide clues to their presence even if they are not immediately visible.
- Negatives: The ambient noise can mask other important sounds, making it harder to detect additional threats.
- Perception: Each familiar produces distinct sounds associated with their element.
- Smell:
- Perception: The familiars emit faint but distinct odors.
- The fire familiar smells of smoke and sulfur.
- The air familiar has a fresh, clean scent, like a breeze after a storm.
- The earth familiar smells of damp soil and minerals.
- The water familiar has the scent of fresh rain or a clean stream.
- Positives: The smells can help identify the familiars’ proximity and element.
- Negatives: Unfamiliar or strong odors can be distracting or unpleasant.
- Perception: The familiars emit faint but distinct odors.
- Taste:
- Perception: While taste is not directly engaged, the familiars’ presence can affect this sense indirectly.
- The fire familiar leaves a faint taste of ash or smoke in the air.
- The air familiar brings a slightly metallic taste, like the air before a storm.
- The earth familiar gives a gritty or earthy taste, reminiscent of dust.
- The water familiar leaves a fresh, clean taste, like mineral water.
- Positives: The tastes provide additional sensory cues to their presence.
- Negatives: The unusual tastes can be distracting or unpleasant.
- Perception: While taste is not directly engaged, the familiars’ presence can affect this sense indirectly.
- Touch:
- Perception: Physical contact with the familiars reveals their elemental nature.
- The fire familiar is warm to the touch, almost too hot to handle.
- The air familiar feels like a cool breeze, with no solid form.
- The earth familiar is rough and solid, with the texture of stone.
- The water familiar is cool and wet, like touching a stream.
- Positives: The tactile sensations can provide information about their composition and elemental traits.
- Negatives: Direct contact can be dangerous due to the risk of burns, shocks, or other elemental effects.
- Perception: Physical contact with the familiars reveals their elemental nature.
- Extra-Sensory Perceptions:
- Magical Aura:
- Perception: Those attuned to magic can sense a strong elemental aura around each familiar.
- Description: The aura is a vibrant mix of elemental energies, pulsating with power. It feels both ancient and alive, reflecting their creation through alchemical means.
- Positives: The magical aura provides insight into their abilities and elemental nature.
- Negatives: The overwhelming energy can interfere with spellcasting or other magical abilities, causing unpredictability.
- Intuitive Awareness:
- Perception: A sense of the familiars’ loyalty and purpose can be felt.
- Description: These creatures exude a feeling of loyalty to their creator and determination to protect their assigned areas. This sense of purpose is strong and unwavering.
- Positives: Understanding their purpose can inform strategic planning and approach.
- Negatives: The strong sense of duty can make them more formidable and less likely to be swayed or distracted.
- Empathic Connection:
- Perception: Some may feel a connection to the elemental forces within the familiars.
- Description: This connection feels like a deep resonance with the raw power of nature, evoking feelings of awe and respect.
- Positives: This connection can inspire a greater appreciation of elemental magic and its applications.
- Negatives: The intense connection can be emotionally overwhelming and may cause distraction or hesitation.
- Magical Aura:
Encountering Elemental Familiars engages all the senses and extra-sensory perceptions, providing a comprehensive and often overwhelming experience. The sensory details offer crucial information while simultaneously testing the resolve and focus of those who face them.
Tale of the Elemental Companions
In times ancient, when the world was filled with untamed forces and wild magics, there lived a renowned alchemist in the heart of a great dungeon known as The Alchemist’s Alembic. The alchemist, whose name has been forgotten by time, sought to harness the power of the elements themselves. Through countless experiments and mystical rituals, he succeeded in creating creatures imbued with elemental energies, called Elemental Familiars.
These familiars were small beings, each embodying a different element: fire, air, earth, and water. The fire familiars, shaped like salamanders, danced with flames on their bodies. The air familiars, ethereal sprites, flitted through the air like the wind. The earth familiars, solid and steadfast, moved with the strength of stone. The water familiars, graceful nymphs, flowed through the dungeon like living streams.
The alchemist’s purpose was to make these familiars his loyal companions and guardians. They served him faithfully, each bound to protect a specific area of the dungeon. The fire familiars guarded the blazing Chamber of Fiery Salamanders, where lava streams flowed and flames flickered endlessly. The air familiars watched over the Ethereal Aerie, a place of floating platforms and swirling winds. The earth familiars defended the Earthen Caverns, a network of rocky tunnels and shifting stones. The water familiars patrolled the Aquatic Grotto, a serene space filled with waterfalls and shimmering pools.
One day, a brave group of adventurers entered the dungeon, seeking the legendary knowledge and treasures hidden within. As they ventured deeper, they encountered the Elemental Familiars. The familiars, true to their nature, used their elemental powers to challenge the intruders. The fire familiars unleashed bursts of flame, the air familiars summoned gusts of wind, the earth familiars caused tremors and barriers, and the water familiars created waves and currents.
The adventurers, recognizing the familiars’ elemental nature, adapted their tactics. They used the environment and their knowledge of elemental weaknesses to overcome the challenges. Against the fire familiars, they wielded water magic. Against the air familiars, they relied on grounding and stability. Against the earth familiars, they used agility and speed. Against the water familiars, they countered with heat and flame.
Through careful planning and strategic use of their abilities, the adventurers succeeded in outmaneuvering and defeating the Elemental Familiars. As the familiars fell, their essence dissipated, leaving behind traces of elemental energy. The adventurers collected these remnants, using them to unlock further secrets of the dungeon, enhance their own powers, and gain deeper understanding of the elements.
Moral of the story: In the face of overwhelming power, understanding and adaptability are the greatest strengths. Knowledge of one’s environment and the nature of one’s adversaries can turn the tide of any battle.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Elemental Familiar
- Characteristics:
- STR: 30
- CON: 40
- SIZ: 10
- DEX: 60
- INT: 35
- POW: 50
- Hit Points: 5
- Move: 10
- Damage Bonus: None
- Attacks:
- Elemental Strike: 40%, damage 1D6 + elemental effect (fire, lightning, etc.)
- Armor: 2 points of natural armor
- Sanity Loss: 0/1D4
- Special Abilities:
- Elemental Burst: Once per encounter, releases a burst of elemental energy in a small radius (1D8 damage, appropriate resistance roll to halve damage).
- Elemental Manipulation: Limited control over their respective element (e.g., creating small flames, gusts of wind, minor tremors, or water currents).
- Elemental Resilience: +2 bonus to resist attacks using their opposing element.
- Unyielding Presence: Enemies must make a POW roll (vs. the familiar’s POW) or suffer a penalty die on their next action.
Blades in the Dark
Elemental Familiar
- Tier: I
- Quality: 2
- Scale: 0
- Edges:
- Elemental Adaptation: Can switch between fire, cold, and lightning attacks, gaining +1 effect on the chosen element’s attack.
- Harm:
- Elemental Strike: 2-harm (fire, cold, lightning)
- Elemental Burst: 3-harm area (once per score, chosen element)
- Armor: 1
- Special Abilities:
- Elemental Resilience: +1D to resistance rolls against elemental effects.
- Elemental Support: Can aid allies by providing minor buffs or healing using elemental powers (provides +1D to an ally’s action).
- Stress: 3
- Resistance: 2
Dungeons & Dragons (5th Edition)
Elemental Familiar
- Tiny elemental, neutral
- Armor Class: 12 (natural armor)
- Hit Points: 20 (4d4 + 8)
- Speed: 30 ft.
- STR: 8 (-1)
- DEX: 14 (+2)
- CON: 12 (+1)
- INT: 10 (+0)
- WIS: 12 (+1)
- CHA: 10 (+0)
- Skills: Perception +3, Stealth +4
- Damage Resistances: Fire, Lightning, Cold (depending on the element)
- Damage Vulnerabilities: Opposing element (e.g., water vs. fire)
- Senses: Darkvision 60 ft., passive Perception 13
- Languages: Understands the commands of its master but cannot speak
- Challenge: 1/4 (50 XP)
- Actions:
- Elemental Strike: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) elemental damage (fire, lightning, or cold).
- Elemental Burst (Recharge 5-6): The familiar releases a burst of elemental energy in a 10-foot radius. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) elemental damage on a failed save, or half as much damage on a successful one.
- Reactions:
- Elemental Shield: The familiar can create a protective barrier using its element, reducing damage taken by 1d6 (once per encounter).
- Special Abilities:
- Elemental Manipulation: The familiar can control its respective element to a limited extent, such as conjuring small flames, creating gusts of wind, causing minor tremors, or manipulating water currents.
Knave
Elemental Familiar
- HD: 2
- Armor: 1
- Move: 12
- Attributes:
- STR: -1
- DEX: +2
- CON: +1
- INT: +0
- WIS: +1
- CHA: +0
- HP: 8
- Attacks:
- Elemental Strike: +4 to hit, 1d6+2 damage (fire, cold, or lightning)
- Elemental Burst: Once per encounter, can release an elemental burst, dealing 2d6 damage in a 10-foot radius (DEX save for half damage).
- Special Abilities:
- Elemental Resilience: Advantage on saving throws against elemental effects.
- Elemental Manipulation: Limited control over their respective element (e.g., creating small flames, gusts of wind, minor tremors, or water currents).
- Elemental Support: Can aid allies by providing minor buffs or healing using elemental powers (e.g., grants +1 to an ally’s next roll).
- Positives:
- Agile and difficult to hit due to small size and high speed.
- Versatile elemental abilities provide both offensive and defensive options.
- Negatives:
- Relatively low health and defense make them vulnerable to strong attacks.
- Susceptible to attacks utilizing their opposing element.
Fate Core
Elemental Familiar
- Aspects:
- High Concept: Agile Elemental Guardian
- Trouble: Vulnerable to Opposing Elements
- Aspect: Loyal Companion
- Aspect: Master of Elemental Manipulation
- Skills:
- Great (+4): Athletics
- Good (+3): Fight
- Fair (+2): Stealth
- Average (+1): Will
- Stunts:
- Elemental Burst: Once per scene, release a burst of elemental energy. Roll Fight to attack all enemies in the zone, adding +2 to the roll and dealing 2 shifts of elemental damage.
- Elemental Shield: Create a protective barrier, granting +2 to defend against one attack per encounter.
- Elemental Manipulation: Use Athletics to create advantages by manipulating the familiar’s element (e.g., conjuring flames, creating gusts of wind).
- Stress:
- Physical Stress: [ ] [ ]
- Mental Stress: [ ] [ ]
- Consequences:
- Mild (2):
- Moderate (4):
- Severe (6):
Numenera & Cypher System
Elemental Familiar
- Level: 2
- Health: 10
- Damage: 3 (Elemental Strike), 6 (Elemental Burst)
- Armor: 1
- Motive: Serve and protect the alchemist
- Combat:
- Elemental Strike: Inflicts 3 damage.
- Elemental Burst: Once per encounter, releases a burst of elemental energy in an immediate radius, dealing 6 damage.
- Special Abilities:
- Elemental Manipulation: Can control their respective element to a limited extent (e.g., conjuring small flames, creating gusts of wind).
- Elemental Resilience: +2 to resist attacks using their opposing element.
- Elemental Support: Can provide minor buffs or healing using elemental powers (e.g., grants +1 to an ally’s next roll).
Pathfinder (2nd Edition)
Elemental Familiar
- Creature 1
- Perception: +5; darkvision
- Languages: Understands commands but cannot speak
- Skills: Acrobatics +6, Stealth +6
- STR: -1, DEX: +3, CON: +1, INT: +0, WIS: +1, CHA: +0
- AC: 15
- HP: 15
- Fort: +4, Ref: +7, Will: +5
- Speed: 25 feet
- Melee:
- Elemental Strike: +7, 1d6+3 elemental damage (fire, cold, lightning)
- Elemental Burst: (Recharge 5-6): Releases a burst of elemental energy in a 10-foot radius, dealing 2d6 damage (DC 15 Reflex save for half damage).
- Special Abilities:
- Elemental Manipulation: Control their respective element to a limited extent (e.g., conjuring small flames, creating gusts of wind).
- Elemental Resilience: +2 status bonus to saves against attacks using their opposing element.
- Elemental Support: Can aid allies by providing minor buffs or healing using elemental powers (provides +1 status bonus to an ally’s next roll).
Savage Worlds
Elemental Familiar
- Attributes:
- Agility: d10
- Smarts: d6
- Spirit: d6
- Strength: d4
- Vigor: d6
- Skills:
- Fighting: d8
- Notice: d6
- Stealth: d8
- Pace: 6
- Parry: 6
- Toughness: 5 (1)
- Edges:
- Elemental Adaptation: Gains +1 to resist attacks using their opposing element.
- Special Abilities:
- Elemental Strike: Str+d6 elemental damage (fire, cold, lightning).
- Elemental Burst: Once per encounter, can release an elemental burst in a Small Burst Template, dealing 2d6 damage (Agility roll to avoid, –2 to resist).
- Elemental Manipulation: Can control their respective element to a limited extent (e.g., conjuring small flames, creating gusts of wind).
- Elemental Support: Can provide minor buffs or healing using elemental powers (e.g., grants +1 to an ally’s next roll).
Shadowrun (6th Edition)
Elemental Familiar
- Attributes:
- Body: 3
- Agility: 6
- Reaction: 5
- Strength: 2
- Willpower: 3
- Logic: 2
- Intuition: 5
- Charisma: 2
- Edge: 2
- Condition Monitor: 6 (Physical), 6 (Stun)
- Initiative: 10 + 1D6
- Movement: 10 meters per turn
- Skills:
- Unarmed Combat: 8
- Perception: 6
- Stealth: 6
- Attacks:
- Elemental Strike: (Unarmed + 2, DV 5P, AP –2, Elemental Effect)
- Elemental Burst: (Area effect, DV 8P, AP –4, Elemental Effect, once per encounter)
- Armor: 2
- Special Abilities:
- Elemental Manipulation: Can control their respective element to a limited extent (e.g., creating small flames, gusts of wind, minor tremors).
- Elemental Resilience: +2 to resist attacks using their opposing element.
- Elemental Support: Can provide minor buffs or healing using elemental powers (e.g., grants +1 to an ally’s next roll).
Starfinder
Elemental Familiar
- CR: 1
- XP: 400
- Type: Small elemental
- Init: +4
- Senses: Darkvision 60 ft.; Perception +10
- Defense:
- EAC: 12
- KAC: 14
- HP: 20
- Fort: +3, Ref: +5, Will: +2
- Offense:
- Speed: 30 ft.
- Melee: Elemental Strike +8 (1d6+2 elemental damage)
- Ranged: Elemental Burst (10-ft. radius, DC 12 Reflex, 2d6 elemental damage, once per encounter)
- Space: 5 ft.; Reach: 5 ft.
- Special Abilities:
- Elemental Manipulation: Can control their respective element to a limited extent (e.g., creating small flames, gusts of wind).
- Elemental Resilience: +2 to saving throws against elemental effects.
- Elemental Support: Can provide minor buffs or healing using elemental powers (e.g., grants +1 to an ally’s next roll).
Traveller (Mongoose, 2nd Edition)
Elemental Familiar
- Traits:
- Strength: 2
- Dexterity: 10
- Endurance: 3
- Intelligence: 5
- Education: 4
- Social: 1
- Skills:
- Melee (Natural Weapons): 2
- Athletics: 3
- Stealth: 2
- Armor: 2 (Natural)
- Attacks:
- Elemental Strike: 1D damage + elemental effect
- Elemental Burst: 2D damage (area effect, elemental, once per encounter)
- Special Abilities:
- Elemental Manipulation: Can control their respective element to a limited extent (e.g., creating small flames, gusts of wind).
- Elemental Resilience: +2 DM to resist elemental effects.
- Elemental Support: Can provide minor buffs or healing using elemental powers (e.g., grants +1 DM to an ally’s next roll).
Warhammer Fantasy Roleplay (4th Edition)
Elemental Familiar
| M | WS | BS | S | T | I | Agi | Dex | Int | WP | Fel |
| 4 | 35 | 0 | 20 | 30 | 40 | 40 | 30 | 30 | 30 | 20 |
- Wounds: 8
- Traits:
- Elemental Strike: (WS) +7; 1D10+2 elemental damage
- Elemental Burst: (WS) +7; 2D10 elemental damage (area effect, once per encounter)
- Skills:
- Melee (Brawling): +10
- Perception: +10
- Stealth: +10
- Talents:
- Elemental Manipulation: Can control their respective element to a limited extent (e.g., creating small flames, gusts of wind).
- Elemental Resilience: +2 to resist attacks using their opposing element.
- Elemental Support: Can provide minor buffs or healing using elemental powers (e.g., grants +1 to an ally’s next roll).
