Elementals
I despise 'blob-elementals', you know, where the fire elemental is a little flame blob, the air elemental is a little tornado, the water elemental is a little whirlpool, and the earth elemental is a little guy made of rock or something. Boring! Sad!
Anyways, here are my marginally more interesting sci-fantasy spins on the four elementals listed by Paracelsus:
Salamandar
2HD, armor as chain, attacks as fire-breathing dragon
- Ancient bio-weapon; salamandar eggs can last up to seventy-five years before losing potency.
- Salamandar embryos have highly sensitive photoreceptors and faint bioluminescence. When a humanoid silhouette is detected, the salamandar bursts from its egg and spews napalm at everyone nearby. It can do this for 2d4 rounds before dying.
- Nobody is sure where salamandar eggs come from these days.
Sylph
1 HD, armor as leather (Swarm) or 2 HD, armor as plate (Core). Instead of normal attacks, targets must save vs. poison to avoid choking as nanites swarm into their lungs.
- Sylphs are silvery, egg-like constructs that hover in the upper atmosphere, spreading golden tendrils to harvest the suns rays. Flocks of microscopic nanites roost on these tendrils.
- Nanites can be dispatched to earth, where they usually take the shape of a nebulous humanoid. Certain summoning words are known to Thaumaturges, who often use sylphs to spy and convey messages.
- Sylphs have one eye, always turned toward the Irð. They are knowledgeable about comings and goings on the ground but rarely comprehend their significance.
- Sylphs can conspire to create storms and may play a role in Antibor's unusual climate.
Undine
6 HD, armor as leather, attack as ogre or giant
- Once the consorts of Nereus, Thought Lord of Blood Thief Bay. Now they roam the oceans, even visiting the shores of distant lost continents that are too hot for surface-dwellers.
- Their hair senses minute water currents akin to seal whiskers; they can track swimmers through darkness with uncanny accuracy.
Nōm
4 HD, armor as plate, attacks with polonium-tipped darts that incur saves vs. radiation.
- Two eye-stalks and a single three-fingered prehensile tentacle protruding from a levitating rocky encrustance (known as a 'hat').
- Can magnetize itself, drawing anyone in metal armor toward it. Those with only metal weapons can choose to let go or be dragged along. Nōms are very intelligent and will use this to drag threats into traps, abysses, etc.
- Nōm language sounds like pouring gravel and can be simulated at the table by vigorously shaking your dice bag.
- Nōms value materials by atomic weight. They will gladly trade gold and silver for Thorium, Einsteinium, etc. They expect (relatively) stable isotopes and will seek restitution if any material they are traded decays into lesser elements.
- Nōm lairs are often radioactive, but always replete with rare minerals to plunder.