Gaianima quattuorelementa
At a glance
Languages Common, Primordial
Height Variable, commonly 4 to 8 ft.
Weight Variable; 120 to 600 lb., depending on stone, water, and growth in the body
Lifespan 300 to 500 years
At the table
You have a walking speed of 30 feet.
You have the Fey creature type. You can choose Small or Medium size when selecting this species.
Your body can endure brief extremes of temperature and pressure. You have Advantage on ability checks and saving throws you make to avoid or end the Grappled condition. This trait grants no resistance to damage.
As a Magic action, you can touch a willing creature or a natural source of water, soil, or living vegetation and sense whether it has been poisoned or diseased. You learn whether such a condition is present, but not its cause or how to cure it. Once you use this trait, you cannot use it again until you finish a Long Rest.
You know the Druidcraft cantrip. Wisdom is your spellcasting ability for it. When you reach character level 3, you can cast the Entangle spell with this trait, requiring no material components. When you reach character level 5, you can cast the Spike Growth spell with this trait, requiring no material components. Once you cast either spell with this trait, you cannot cast that spell with it again until you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level.
Common, Primordial
These folk tend toward Constitution and Wisdom, but players assign ability score increases as they wish, such as +2/+1 or +1/+1/+1 under the 2024 rules.
Their stone is layered with damp soil and crystalline deposits, while water moves visibly beneath their surface.
Deepstone individuals are shaped by caverns, mountains, and ancient riverbeds. They are deliberate, sturdy, and often skilled at reading the history of a place from its strata.
A Verdant Elemental is a walking meeting of the world’s forces: stone and soil shaped into a humanoid body, water moving beneath its surface, lava glowing in its veins, and wind or cloud billowing as hair. Vines and plants grow into living garments, while fire burns bright in the eyes. These fey are not embodiments of a single element but keepers of the balance between them, carrying the memory of the landscapes that shaped them wherever they travel.
Verdant Elementals are humanoid fey whose bodies embody earth, water, and molten fire beneath a living skin of vines and plants.
Their shapes may be broad or slender, smooth or rugged, and vary greatly in size. Soil and stone form their bones and outer surfaces; clear water, muddy currents, or mineral pools move beneath translucent areas; and glowing lava threads through their limbs and torso like veins. Their eyes shine with the steady intensity of coals or open flame. Hair is made of moving air, mist, or cloud, lifting and changing with their mood. Leaves, flowers, moss, and flexible vines grow directly from their bodies and form garments that renew themselves. They are warm to the touch, though the temperature varies by individual and season.
Old forests, volcanic slopes, river valleys, hot springs, cloud-wrapped mountains, and other places where several natural forces meet
Newly shaped from a sacred place or elemental convergence; already mobile and aware, but still learning how to balance their four natures.
Settled into a stable form and considered capable of making binding promises and traveling independently.
Experienced and fully mature, with a well-established balance of elements and a lasting relationship to a chosen landscape.
An elder whose body bears features of old watersheds, extinct forests, or buried eruptions, and whose presence can influence a place’s moods.
Verdant Elementals are shaped by places where forces meet, and their cultures prize balance rather than uniformity.
They gather in loose circles of caretakers, storytellers, and craftspeople, with authority earned through service and knowledge of local land. A disagreement is often settled by asking what each side needs in order to thrive. They mark important events by planting, redirecting water, or placing a stone that records a promise. Individual temperaments vary: some are quiet and contemplative, others as changeable as weather above a volcano.
Many honor the living world as a network of reciprocal relationships rather than worshiping a single creator.
Some make offerings to local nature spirits, seasonal powers, or ancestral landscapes. Their outlook commonly favors care and balance, though a Verdant Elemental can be any alignment; fierce guardianship may be as principled as it is merciless.
They are curious about people whose lives are brief and whose homes can be moved, but may underestimate the grief of displacement.
Many become trusted companions to farmers, guides, and healers; others are wary of empires and industries that treat land as a resource without limit. Their elemental nature draws attention from scholars and fey courts, so they often learn to set clear boundaries about what they will reveal or endure.
Their settlements are grown or coaxed from the landscape rather than imposed upon it.
Homes may be terraces of living roots around stone cores, chambers cooled by diverted streams, or open shelters that guide wind without trapping it. They favor paths that follow watersheds and avoid cutting through old roots or unstable ground. In mixed communities, their craft often combines masonry, irrigation, and living trellises.
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