TEXT: Elementals
  The elements take on many forms beyond the pure
  expressions of air, earth, fire, and water. Elementals of the
  combinations of these elements exist, as well. They can be
  found in greatest numbers where their respective elemental
  planes and the Elemental Chaos, but are by no means
  uncommon in the elemental planes of their constituent parts.
  Acid Elemental
  These rare elementals are formed from water imbued with
  the corrosive power of acid. They seek to dissolve whatever
  they encounter, whether it be creatures, weapons, or plantlife.
  Acid Elemental
  Large elemental, neutral
  Armor Class. 14 (natural armor)
  Hit Points. 102 (12d10 + 36)
  Speed. 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 17 (+3) 5 (-3) 10 (+0) 8 (-1)
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Immunities. acid, poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft., passive Perception 10
  Languages. Aquan
  Challenge. 5 (1,800 XP)
  Acid Form. The elemental can enter a hostile
  creature’s space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing. A creature that starts its turn in the
  elemental's space takes 3 (1d6) acid damage.
  Corrode Metal. Any nonmagical weapon made of
  metal that hits the elemental corrodes. After
  dealing damage, the weapon takes a permanent and
  cumulative -1 penalty to damage rolls. If its penalty
  drops to -5, the weapon is destroyed. Nonmagical
  ammunition made of metal that hits the elemental
  is destroyed after dealing damage.
  Actions
  Multiattack. The elemental makes two touch attacks
  Touch. Melee Weapon Attack: + to hit, reach 5 ft.,
  one creature. Hit: () acid damage, and if the target
  is wearing nonmagical metal armor, its armor is
  partly corroded and takes a permanent and
  cumulative -1 penalty to the AC it offers. The armor
  is destroyed if the penalty reduces its AC to 10.
  
  Dust Elemental
  Composed equally of elemental air and elemental earth, the
  dust elemental manifests as a swirling cloud of dust and sand
  with the barest hint of a face. Though imbued with the power
  of air, they can only fly in short bursts, typically racing across
  the ground with the speed and ferocity of a sandstorm. They
  can most typically be found in deserts and on the windblasted
  earthmotes of the Sirocco Straights.
  Dust Elemental
  Large elemental, neutral
  Armor Class 14
  Hit Points. 96 (12d10 + 30)
  Speed. 90 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 18 (+4) 14 (+2) 5 (-3) 10 (+0) 5 (-3)
  Damage Resistances. bludgeoning, piercing, and
  slashing from non-magical weapons.
  Damage Immunities. poison
  Condition Immunities.exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft, passive Perception 10
  Languages. Auran, Terran
  Challenge. 5 (1,800 XP)
  Dust Form. The elemental can enter a hostile
  creature's space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing. It takes no damage from falling.
  Dust Devil. The 20 foot area around a dust
  elemental is lightly obscured.
  Limited Flight. As part of its movement, the
  elemental can fly 30 ft., though it cannot remain
  aloft at the end of its turn.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5ft.,
  one target Hit: 14(2d8 + 5) bludgeoning damage
  Dust Storm (Recharge 4-6). Each creature in the
  elemental's space must make a DC 13 Constitution
  saving throw, taking 15 (3d8+2) bludgeoning
  damage on a failure or half as much on a success.
  Additionally, on a failure the target is blinded for 1
  minute. The creature can repeat the saving throw at
  the end of each of its turns, ending the blindness
  early on a success.
  
  Ice Elemental
  Composed equally of elemental air and elemental water, the
  ice elemental is a lumbering mass of living ice. These
  elementals can glide through ice and snow as easily as if they
  were liquid, and can force their way through soil and earth
  just as a winter frost pierces the ground. Creatures in arctic
  landscapes have a great deal to fear from these plodding
  glaciers, as they can pinpoint the location of any creature in
  direct physical contact with snow or ice, and their bodies are
  so cold that they freeze creatures that make contact with
  them.
  Variant: Frozen Solid
  If you so desire, a water elemental that takes 50 or
  more cold damage in a single turn might harden
  into a solid mass of ice. While solidified, it is
  petrified, ignoring its condition immunity. 2 rounds
  later, the mass of ice reforms into an ice elemental
  with the same number of hit points the water
  elemental had remaining.
  Ice Elemental
  Large elemental, neutral
  Armor Class 17 (natural armor)
  Hit Points. 114 (12d10 + 48)
  Speed. 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 8 (-1) 15 (+2) 5 (-3) 10 (+0)
  5 (-3)
  Damage Resistances. acid; bludgeoning, piercing,
  and slashing from non-magical weapons
  Damage Vulnerabilities. fire
  Damage Immunities. cold, poison
  Condition Immunities.exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses. darkvision 60 ft, tremorsense 60ft. (in ice
  and snow only), passive Perception 10
  Languages. Aquan, Auran
  Challenge. 5 (1,800 XP)
  Frigid Aura. A creature that touches the elemental or
  hits it with a melee attack while within 5 feet of it
  takes 5(1d10) cold damage.
  Ice Glide. The elemental can burrow through
  nonmagical ice and snow. While doing so, the
  elemental doesn't disturb the material it is moving
  through.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target Hit: 10 (2d6 + 3) bludgeoning damage
  plus 5 (1d10) cold damage
  
  Lightning Elemental
  Expressions of pure elemental air, these elementals are living
  lightning bolts. Incapable of moving like most elementals,
  these bundles of electricity instead move by jumping from
  place to place as thunderbolts, electrocuting anything in the
  intervening path. These elementals can travel through metal
  and water as easily as they can travel through air, though they
  typically prefer to spend their time in the skies leaping
  between thunderclouds. These elementals can be found
  anywhere that lightning forms, from storms to volcanic
  eruptions of ash and smoke.
  Lightning Elemental
  Large elemental, neutral
  Armor Class 15
  Hit Points. 90 (12d10 + 24)
  Speed. 0 ft., fly 0 ft. (hover), swim 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 20 (+5) 18 (+4) 7 (-2) 10 (+0) 7 (-2)
  Damage Resistances. bludgeoning, piercing, and
  slashing from non-magical weapons.
  Damage Immunities. lightning, poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft, passive Perception 10
  Languages. Auran
  Challenge. 5 (1,800 XP)
  Body Electric. The elemental can occupy an area that
  contains metal as it it was unobstructed. It can
  enter a hostile creature's space and stop there.
  When a creature starts its turn within 5 feet of the
  elemental, first moves within 5 feet of the
  elemental, or makes a melee attack against the
  elemental while within 5 feet of it, the creature
  must succeed on a DC 11 Constitution saving
  throw or be stunned until the end of its next turn.
  Any creature wearing metal armor or wielding a
  metal weapon has disadvantage on this saving
  throw.
  Lightning Absorption. Whenever the elemental is
  subjected to lightning damage, it takes no damage
  and instead regains a number of hit points equal to
  the lightning damage dealt.
  Actions
  Lightning Strike. The elemental turns into a lightning
  bolt measuring 5 feet wide and moves up to 120
  feet in any path of its choosing. Any creatures in its
  path must succeed on a DC 15 Dexterity saving
  throw, taking 15 (2d10+4) lightning damage on a
  failed save, or half as much on a successful one.
  Creatures in metal armor have disadvantage on this
  saving throw. This attack does not provoke
  opportunity attacks. This attack can move through
  metal and water as if it was unobstructed.
  
  Magma Elemental
  Composed in equal parts by fire and earth, magma
  elementals are found roaming freely throughout the Plane of
  Fire or harnessed by dao or azers to power furnaces. Like
  lava flows, these elementals can be deceptively fast,
  especially in their own native element. They instinctively seek
  out heat, as they become sluggish in the cold, and they shrink
  away from water.
  Variant: New Ground
  If you so desire, a magma elemental that takes 50
  or more cold damage in a single turn might harden
  into a solid mass of earth. While solidified, it is
  petrified, ignoring its condition immunity. 2 rounds
  later, the mass of hardened magma reforms into an
  earth elemental (page 124 of the Monster Manual)
  with the same number of hit points the magma
  elemental had remaining.
  Magma Elemental
  Large elemental, neutral
  Armor Class 16 (natural armor)
  Hit Points. 102 (12d10 + 36)
  Speed. 30 ft., swim 60 ft. (in magma only)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+0) 17 (+3) 6 (-2) 10 (+0) 6 (-2)
  Damage Resistances. bludgeoning, piercing, and
  slashing from non-magical weapons.
  Damage Immunities. fire, poison
  Condition Immunities. exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses. darkvision 60 ft, passive Perception 10
  Languages. Ignan, Terran
  Challenge. 5 (1,800 XP)
  Heated Body. A creature that touches the elemental
  or hits it with a melee attack while within 5 ft. of it
  takes 5 (1d10) fire damage.
  Harden. Whenever the elemental takes 10 or more
  cold damage on a round, it partially hardens; its
  speed is reduced by 20 feet until the end of its
  next turn. This effect is negated if it takes 15 or
  more fire damage or enters a body of molten
  material.
  Melt Metal. Any nonmagical weapon made of metal
  that hits the elemental begins to melt. After dealing
  damage, the weapon takes a permanent and
  cumulative -1 penalty to damage rolls. If its penalty
  drops to -5, the weapon is destroyed. Nonmagical
  ammunition made of metal that hits the elemental
  is destroyed after dealing damage.
  Water Susceptibility. For every 5 feet the elemental
  moves in water, and for every gallon of water
  splashed onto it, the elemental takes 1 cold
  damage.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5ft.,
  one target Hit: 11 (2d6 + 3) bludgeoning damage
  plus 5 (1d10) fire damage, and if the target is
  wearing nonmagical metal armor, its armor is partly
  melted and takes a permanent and cumulative -1
  penalty to the AC it offers. The armor is destroyed if
  the penalty reduces its AC to 10.
  
  Ooze Elemental
  Beings of elemental earth and water, Ooze elementals appear
  as lazily bubbling mounds of mud. Unctuous and slow
  moving, these elementals have little hope of overtaking a
  target. Instead, they favor disguising themselves as puddles of
  mud, waiting for unwary adventures to stumble on them, at
  which point they overwhelm them, enveloping them in their
  sticky bodies. Targets who keep their distance will find
  themselves subjected to wads of viscous mud, which holds
  them still as the elemental unerringly trudges toward them.
  Variant: Pollution Elemental
  Some ooze elementals are more than just mud.
  Some of them are composed of filth and sewage,
  carrying vile diseases and stinking horribly. These
  pollution elementals are often found in cesspits,
  sewers, and the Abyss. They have the following
  variations on a standard Ooze elemental, giving
  them a CR of 6 (2,300 XP):
  Bonus Language. The elemental understands
  Abyssal in addition to its standard languages,
  though it can't speak it.
  Stench. Any creature that starts its turn within 5
  feet of the elemental must succeed on a DC 15
  Constitution saving throw or be poisoned until the
  start of the creature's next turn. On a successful
  saving throw, the creature is immune to the stench
  of all ooze elementals for 1 hour.
  Repulsive Body. The elemental's mud spit and
  whelm attacks deal an extra 4(1d8) poison.
  Additionally, a creature grappled by the elemental
  must perform a DC 15 Constitution saving throw
  whenever it takes damage from Whelm or contract
  a disease of your choice, such as Sewer Plague or
  Sight Rot. Diseases are detailed on page 257 of the
  Dungeon Master's Guide
  Ooze Elemental
  Large elemental, neutral
  Armor Class 11 (natural armor)
  Hit Points. 114 (12d10 + 48)
  Speed. 20 ft., swim 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 5 (-3) 18 (+4) 5 (-3) 10 (+0)
  8 (-1)
  Damage Resistances. acid; bludgeoning, piercing,
  and slashing from non-magical weapons.
  Damage Immunities. poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. blindsight 60 ft (blind beyond this), passive
  Perception 10
  Languages. Aquan, Terran
  Challenge. 5 (1,800 XP)
  False Appearance. While the elemental remains
  motionless, it is indistinguishable from a mound of
  mud.
  Mud Form. The elemental can enter a hostile
  creature's space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing.
  Actions
  Multiattack. The elemental makes two mud spit
  attacks.
  Mud Spit. Ranged Weapon Attack: +7 to hit, range
  60ft., one target Hit: 13(2d8 + 4) bludgeoning
  damage. If the target is Large or smaller, it must
  succeed on a DC 15 Dexterity saving throw or be
  restrained for 1 minute. The target may attempt a
  DC 14 Strength saving throw at the end of each of
  its turns to end the condition early.
  Whelm (Recharge 4-6). Each creature in the
  elemental's space must make a DC 15 Strength
  saving throw. On a failure, a target takes 13(2d8+4)
  bludgeoning damage. If it is Large or smaller, it is
  also grappled (escape DC 14). Until this grapple
  ends, the target is restrained and unable to breathe.
  If its saving throw is successful, the target is
  pushed out of the elemental's space.
  The elemental can grapple one Large or up to two
  Medium or smaller creatures at one time. At the
  start of each of the elemental's turns, each target
  grappled by it takes 11(2d6+4) bludgeoning
  damage.A creature within 5 feet on the elemental
  can pull a creature or object out of it by taking an
  action to make a DC 14 Strength check and
  succeeding.
  
  Smoke Elemental
  Composed of air and fire, these elementals are living clouds
  of toxic fumes and swirling ash. Foes are quickly engulfed in
  their poisonous bodies, and any that the elemental cannot
  poison is subjected to their slam attacks. Despite being
  composed of air, though, they fear the wind, as its cutting
  gales can shred their smoky bodies just as strong winds can
  disperse smoke and ash. Many can be found dancing through
  the black clouds of the Great Conflagration, though they also
  appear on the Material Plane in the eruptions of volcanos, or
  drifting through the darkened skies of the Lower Planes,
  especially Gehenna and the Nine Hells of Baator.
  Smoke Elemental
  Large elemental, neutral
  Armor Class 14
  Hit Points. 90 (12d10 + 24)
  Speed. 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 18 (+4) 14 (+2) 6 (-2) 10 (+0) 7 (-2)
  Damage Resistances. fire; bludgeoning, piercing, and
  slashing from non-magical weapons.
  Damage Immunities. poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft, passive Perception 10
  Languages. Auran, Ignan
  Challenge. 5 (1,800 XP)
  Fumes. If a creature starts its turn in a space
  occupied by the elemental, it must succeed on a
  DC 15 Constitution saving throw or take 5(1d10)
  poison damage and spend its action that turn
  retching and reeling. Creatures that don't need to
  breathe or are immune to poison automatically
  succeed on this saving throw.
  Smoke Form. The elemental can enter a hostile
  creature's space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing. Liquids count as solid surfaces to the
  elemental. The space it occupies is heavily
  obscured.
  Smokesight. The elemental possesses blindsight out
  to 60 ft if it is within an area that is at least lightly
  obscured by smoke.
  Wind Vulnerability. Each time it starts its turn in a
  strong wind, the elemental takes 5(1d10) force
  damage.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5ft.,
  one target Hit: 13(2d8 + 4) bludgeoning damage
  
  Steam Elemental
  Composed of the conflicting combination of fire and water,
  steam elementals are among the most elusive of elementals.
  They favor areas of rising steam or drooping fog in which
  they can remain invisible. Unless angered, they flee from
  strong winds that disperse fog clouds, as those winds can
  also shred apart their own vaporous bodies. Any creatures
  that occupy a steam elemental's body will feel as if they
  occupy a sauna, and the elemental can increase its own
  internal heat to exhaust any creature that occupies it. They
  can be found near undersea heat vents, hot springs, or in
  humid jungles. Spellcasters may also bind them to guard
  areas with heavy fog, as their natural invisibilty makes them
  ideal candidates.
  Variant: Fog Elemental
  Fog elementals are frigid beings composed of cold
  air and water. They wander the Frostfell, freezing
  warm blooded creatures, though fey are also fond
  of using them to guard holy places. They are
  functionally identical to steam elementals, except
  all fire damage is changed to cold damage, and
  they speak Aquan and Auran.
  Steam Elemental
  Large elemental, neutral
  Armor Class 13
  Hit Points. 90 (12d10 + 24)
  Speed. 50 ft., fly 50 ft. (hover), swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
  Damage Resistances. acid, fire; bludgeoning,
  piercing, and slashing from non-magical
  weapons.
  Damage Immunities. poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft, blindsight 60 ft. within fog
  passive Perception 10
  Languages. Aquan, Ignan
  Challenge. 5 (1,800 XP)
  Vapor Form. The elemental can enter a hostile
  creature's space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing. The space it occupies is heavily
  obscured.
  Vaporous Invisibility. As long as the elemental
  remains within an area that is heavily obscured by
  fog, steam, mist, clouds, or other water vapor, it
  counts as invisible
  Wind Vulnerability. Each time it starts its turn in a
  strong wind, the elemental takes 5(1d10) force
  damage.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5ft.,
  one target Hit: 12(2d8 + 3) bludgeoning damage
  plus 5(1d10) fire damage
  Sweltering Heat (Recharge 4-6). Each creature in the
  elemental's space must make a DC 15 Constitution
  saving throw. On a failure, a target gains one level
  of exhaustion.
  
  Greater Elementals
  Greater elementals are, as their names would suggest, more
  powerful versions of the standard elemental. Larger and
  more powerful than their lesser cousins, a greater elemental
  is truly a force to be reckoned with, and only the mightiest of
  magic users can summon and control one.
  Greater Air Elemental
  Huge elemental, neutral
  Armor Class. 16
  Hit Points. 119 (14d12 + 28)
  Speed. 0 ft., fly 90 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 23 (+6) 15 (+2) 6 (-2) 11 (+0) 7 (-2)
  Damage Resistances. lightning, thunder;
  bludgeoning, piercing, and slashing damage from
  non-magical weapons
  Damage Immunities. poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft., passive Perception 10
  Languages. Auran
  Challenge. 9 (5,000 XP)
  Air Form. The elemental can enter a hostile
  creature's space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing.
  Actions
  Multiattack. The elemental makes three slam
  attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Whirlwind (Recharge 4-6). Each creature in the
  elemental's space must make a DC 18 Strength
  saving throw. On a failure, a target takes 21 (4d8 +
  3) bludgeoning damage and is flung up 30 feet
  away from the elemental in a random direction and
  knocked prone. If a thrown target strikes an object,
  such as a wall or floor, the target takes 3 (1d6)
  bludgeoning damage for every 10 feet it was
  thrown. If the target is thrown at another creature,
  that creature must succeed on a DC 18 Dexterity
  saving throw or take the same damage and be
  knocked prone.
  If the saving throw is successful, the target takes
  half the bludgeoning damage and isn't flung away
  or knocked prone.
  
  Greater Earth
  Elemental
  Huge elemental, neutral
  Armor Class. 17 (natural armor)
  Hit Points. 161 (14d12 + 70)
  Speed. 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 8 (-1) 21 (+5) 6 (-2) 11 (+0)
  8 (-1)
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Vulnerabilities thunder
  Damage Immunities. poison
  Condition Immunities. exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses. darkvision 60 ft., tremorsense 60 ft.,
  passive Perception 10
  Languages. Terran
  Challenge. 9 (5,000 XP)
  Earth Glide. The elemental can burrow through
  nonmagical, unworked earth and stone. While
  doing so, the elemental doesn't disturb the material
  it moves through.
  Siege Monster. The elemental deals double damage
  to objects and structures.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit: 18 (3d8 + 5) bludgeoning damage.
  Greater Fire Elemental
  Huge elemental, neutral
  Armor Class. 14
  Hit Points. 133 (14d12 + 42)
  Speed. 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 17 (+3) 6 (-2) 11 (+0) 8 (-1)
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Immunities. fire, poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft., passive Perception 10
  Languages. Ignan
  Challenge. 9 (5,000 XP)
  Fire Form. The elemental can move through a space
  as narrow as 1 inch wide without squeezing. A
  creature that touches the elemental or hits it with a
  melee Attack while within 5 ft. of it takes 11
  (2d10) fire damage. In addition, the elemental can
  enter a hostile creature's space and stop there. The
  first time it enters a creature's space on a turn, that
  creature takes 11 (2d10) fire damage and catches
  fire; until someone takes an action to douse the
  fire, the creature takes 5 (1d10) fire damage at the
  start of each of its turns.
  Illumination. The elemental sheds bright light in a
  45-foot radius and dim light in an additional 45 ft..
  Water Susceptibility. For every 5 ft. the elemental
  moves in water, or for every gallon of water
  splashed on it, it takes 1 cold damage.
  Actions
  Multiattack. The elemental makes three touch
  attacks.
  Touch. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 14 (3d6 + 3) fire damage. If the
  target is a creature or a flammable object, it ignites.
  Until a creature takes an action to douse the fire,
  the target takes 5 (1d10) fire damage at the start of
  each of its turns.
  
  Greater Water
  Elemental
  Huge elemental, neutral
  Armor Class. 14 (natural armor)
  Hit Points. 161 (14d12 + 70)
  Speed. 30 ft., swim 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 14 (+2) 20 (+5) 6 (-2) 11 (+0) 8 (-1)
  Damage Resistances. acid; bludgeoning, piercing,
  and slashing damage from non-magical weapons
  Damage Immunities. poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 60 ft., passive Perception 10
  Languages. Aquan
  Challenge. 9 (5,000 XP)
  Water Form. The elemental can enter a hostile
  creature's space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing.
  Freeze. If the elemental takes cold damage, it
  partially freezes; its speed is reduced by 20 ft. until
  the end of its next turn.
  Actions
  Multiattack. The elemental makes three slam
  attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 18 (3d8 + 5) bludgeoning damage.
  Whelm (Recharge 4-6). Each creature in the
  elemental's space must make a DC 17 Strength
  saving throw. On a failure, a target takes 18 (3d8 +
  5) bludgeoning damage. If it is Large or smaller, it is
  also grappled (escape DC 17). Until this grapple
  ends, the target is restrained and unable to breathe
  unless it can breathe water. If the saving throw is
  successful, the target is pushed out of the
  elemental's space.
  The elemental can grapple one Large creature or up
  to two Medium or smaller creatures at one time. At
  the start of each of the elemental's turns, each
  target grappled by it takes 18 (3d8 + 5)
  bludgeoning damage. A creature within 5 feet of
  the elemental can pull a creature or object out of it
  by taking an action to make a DC 17 Strength and
  succeeding.
  Greater Ice Elemental
  Huge elemental, neutral
  Armor Class. 17 (natural armor)
  Hit Points. 147 (14d12 + 56)
  Speed. 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 8 (-1) 19 (+4) 6 (-2) 11 (+0)
  8 (-1)
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Vulnerabilities fire
  Damage Immunities. cold, poison
  Condition Immunities. exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses. darkvision 60 ft., tremorsense 60ft. (in ice
  and snow only), passive Perception 10
  Languages. Aquan, Auran
  Challenge. 9 (5,000 XP)
  Frigid Aura. A creature that touches the elemental or
  hits it with a melee attack while within 5 feet of it
  takes 5(1d10) cold damage.
  Ice Glide. The elemental can burrow through
  nonmagical ice and snow. While doing so, the
  elemental doesn't disturb the material it is moving
  through.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target Hit: 15 (3d6 + 5) bludgeoning damage
  plus 5 (1d10) cold damage
  
  Horror Elementals
  When a sin is committed, it does not simply disappear. It
  lingers, its foul essence polluting the world around it. It stains
  the soil and fouls the air and poisons the water, imbuing the
  very land with the dark memory of its deed. These memories
  may give birth to a horror elemental, living expressions of a
  sin so heinous that it corrupts the land. Many horror
  elementals only exist for a short period of time, such as for
  one hour on the anniversary of the sin committed, while
  others may exist at all times, guarding the sins they were
  born from. All are intrinsically bound to the land where the
  sin that birthed them was committed.
  Water Weakness. All horror elementals are weak to pure
  water, which is capable of washing the sins from even the
  blackest of hands. As such, they fear rivers and will not
  willingly cross one. Holy water is especially deadly to them,
  and even a small amount of it will cause them immense pain.
  Summoning a Horror Elemental
  Only on land where a suitable sin was committed, where the
  evil is remembered by the soil itself, can a horror elemental
  be summoned. Once summoned, a horror elemental will
  instinctively target creatures with wicked hearts most like
  those that committed the sins from which it was born. Most
  insidious of all, the embrace of the horror elemental may pass
  its sin on to innocents it attacks, thus perpetuating the cycle
  of evil.
  A horror elemental may be summoned either intentionally
  or inadvertently when conjure elemental is cast on land
  where a suitable sin was committed. Regardless of how it
  was summoned, there is a risk of the sin that birthed it being
  passed on to the summoner. When a creature summons a
  horror elemental, it must succeed on a DC 13 Charisma
  saving throw or become afflicted with a form of madness as
  determined by the Elemental Madness table below.
  Elemental Madness
  Elemental Flaw (lasts until cured)
  Blood
  "Slaughter is the truest expression of strength."
  Grave
  "Others are plotting against me. I must lie to
  protect myself, even from my allies."
  Pyre
  "I hate and fear what I do not understand, and
  whatever I hate must be destroyed."
  Blood Elemental
  A blood elemental is born from the brutality of slaughter.
  They may spontaneously form at the sites of great bloodshed,
  such as on a battlefield or in the dungeon of a torturer. Others
  may be born from the site of a grisly murder. There are even
  stories of these elementals that have formed in the River
  Styx, congealing from the memories of dead sinners, where
  they flourish in the foul, blood saturated waters.
  Blood Thirst. A blood elemental craves the joy of
  slaughter, and it eagerly kills all that it meets in pursuit of this
  goal. Those that fight a blood elemental will find, to their
  horror, that the bloodshed that monstrous creature enacts
  actually heals it.
  Blood Elemental
  Large elemental, neutral evil
  Armor Class. 14 (natural armor)
  Hit Points. 102 (12d10 + 36)
  Speed. 30 ft., swim 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 16 (+3) 5 (-3) 10 (+0) 8 (-1)
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Immunities. poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 120 ft., passive Perception 10
  Languages. Aquan
  Challenge. 5 (1,800 XP)
  Fluid Form. The elemental can enter a hostile
  creature's space and stop there. It can move
  through a space as narrow as 1 inch wide.
  Pure Water Susceptibility. For every 5 ft. the
  elemental moves in water, or for every gallon of
  water splashed on it, it takes 1 acid damage. If a vial
  of holy water is splashed on it, it takes 2d6 radiant
  damage and has disadvantage on all attack rolls and
  saving throws for 1 minute.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one creature. Hit: 12 (2d8 + 3) bludgeoning
  Drown (Recharge 4-6). Each creature in the
  elemental's space must make a DC 15 Strength
  saving throw. On a failure, a target takes 13 (2d8 +
  3) bludgeoning damage. If the target possesses
  blood it also takes 4 (1d8) necrotic damage and
  the elemental recovers an equal number of hit
  points. If it is Large or smaller, it is also grappled
  (escape DC 13). Until this grapple ends, the target
  is Restrained and unable to breathe, even if it can
  breathe water. If the saving throw is successful, the
  target is pushed out of the elemental's space.
  The elemental can grapple one Large creature or up
  to two Medium or smaller creatures at one time. At
  the start of each of the elemental's turns, each
  target grappled by it takes 18 (4d8) necrotic
  damage if it has blood and the elemental recovers
  an equal number of hit points. A creature within 5
  feet of the elemental can pull a creature or object
  out of it by taking an action to make a DC 13
  Strength check and succeeding.
  When a creature begins its turn restrained in this
  way, it must succeed on a DC 13 Charisma saving
  throw or gain the Blood Elemental Madness until
  the creature takes a long rest.
  
  Grave Elemental
  A grave elemental is born from secrets and disgrace. They
  can be found where secrets have been buried to hide them
  from discovery, such as the body of a murder victim or the
  proof of a terrible crime. Other grave elementals are born
  from the shame of the dead themselves, especially those that
  have been buried without proper funeral rites or in mass
  graves
  Grave Elemental
  Large elemental, neutral evil
  Armor Class. 14 (natural)
  Hit Points. 102 (12d10 + 36)
  Speed. 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 8 (-1) 17 (+3) 5 (-3) 10 (+0)
  5 (-3)
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Immunities. poison
  Condition Immunities. exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses. darkvision 120 ft., tremorsense 60 ft.,
  passive Perception 10
  Languages. Terran
  Challenge. 5 (1,800 XP)
  Earth Glide. The elemental can burrow through
  nonmagical, unworked earth and stone. While
  doing so, the elemental doesn't disturb the material
  it moves through.
  Siege Monster. The elemental deals double damage
  to objects and structures.
  Pure Water Susceptibility. For every 5 ft. the
  elemental moves in water, or for every gallon of
  water splashed on it, it takes 1 acid damage. If a vial
  of holy water is splashed on it, it takes 2d6 radiant
  damage and has disadvantage on all attack rolls and
  saving throws for 1 minute..
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one creature. Hit: 13 (2d8 + 4) bludgeoning
  damage
  Sink (Recharge 6). The elemental targets one
  creature on solid soil with its Slam attack. If the
  attack hits, the target must succeed on a DC 14
  Strength saving throw or be pulled into the ground
  at their feet and take 12 (2d8 + 2) bludgeoning
  damage. The target is restrained and cannot breathe
  while underground. The target can attempt to
  escape by using its action to make a DC 14
  Strength (Athletics) check. On a success, the target
  expends 15 feet of movement to extricate itself
  from the ground, exiting prone.
  When a creature begins its turn restrained in this
  way, it must succeed on a DC 13 Charisma saving
  throw or gain the Grave Elemental Madness until
  the creature takes a long rest.
  
  Pyre Elemental
  A pyre elemental is born from the site of the wholesale
  destruction of something which leaves the world diminished
  from its loss, especially when the destruction is motivated by
  fear or prejudice. The burning of a library, a museum, a
  temple, or even an entire city can give birth to one or more
  pyre elementals, which seek to perpetuate the destruction
  that birthed them, continuing the legacy of wanton loss.
  Dying Curse. Prejudice is a poison that infects a
  community, leading them to terrible sins. When misfortune
  befalls a village, they may turn on their own and single out a
  witch in their midst, burning them at the stake to save their
  own souls. With their dying breath, the victim may curse their
  own kin, giving birth to a pyre elemental, which first
  consumes the creature that birthed it before turning on all
  present.
  Pyre Elemental
  Large elemental, neutral evil
  Armor Class. 13
  Hit Points. 102 (12d10 + 36)
  Speed. 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 17 (+3) 16 (+3) 5 (-3) 10 (+0) 7 (-2)
  Damage Resistances. bludgeoning, piercing, and
  slashing damage from non-magical weapons
  Damage Immunities. fire, poison
  Condition Immunities. exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses. darkvision 120 ft., passive Perception 10
  Languages. Ignan
  Challenge. 5 (1,800 XP)
  Fire Form. The elemental can move through a space
  as narrow as 1 inch wide without squeezing. A
  creature that touches the elemental or hits it with a
  melee Attack while within 5 ft. of it takes 5 (1d10)
  fire damage. In addition, the elemental can enter a
  hostile creature's space and stop there. The first
  time it enters a creature's space on a turn, that
  creature takes 5 (1d10) fire damage and catches
  fire; until someone takes an action to douse the
  fire, the creature takes 5 (1d10) fire damage at the
  start of each of its turns.
  Illumination. The elemental sheds bright light in a
  30-foot radius and dim light an additional 30 feet.
  Pure Water Susceptibility. For every 5 ft. the
  elemental moves in water, or for every gallon of
  water splashed on it, it takes 1 acid damage. If a vial
  of holy water is splashed on it, it takes 2d6 radiant
  damage and has disadvantage on all attack rolls and
  saving throws for 1 minute..
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one creature. Hit: 10 (2d6 + 3) fire damage, and if
  the target is wearing nonmagical metal armor, its
  armor is partly corroded and takes a permanent and
  cumulative -1 penalty to the AC it offers. The armor
  is destroyed if the penalty reduces its AC to 10.
  If the target is a creature or a flammable object, it
  ignites. Until a creature takes an action to douse
  the fire, the target takes 5 (1d10) fire damage at
  the start of each of its turns.
  When a creature begins its turn ignited in this way,
  it must succeed on a DC 13 Charisma saving throw
  or gain the Pyre Elemental Madness until the
  creature takes a long rest.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Ned Turner - Elemental Compendium I - Conjure.pdf