In this post: Elementals that do not have the elemental type. Elementals are different things in Guild Wars than in D&D. In D&D, an elemental is a creature from an elemental plane, made of that plane’s essence. In Guild Wars, an elemental is a creature spontaneously created by elementalist magic, usually on the prime material. The closest two equivalents in D&D types to the Guild Wars version of an elemental are constructs and monstrosities. By the description alone, they fit monstrosities a little better, but they have much more in common with the monsters in the construct type than in the monstrosity type.
Also, drakes and grawl.
Drakes
River Drake
Large beast, unaligned
Armor Class: 15 (natural armor)
Hit Points: 59 (7d10+21)
Speed: 30 ft., swim 40 ft.
STR: 16(+3)
DEX: 12(+1)
CON: 16(+3)
INT: 3(-4)
WIS: 12(+1)
CHA: 6(-2)
Skills: Athletics +6, Perception +4, Survival +4
Senses: Passive Perception 14
Languages: –
Challenge: 3 (700 XP)
Actions:
Multiattack. The drake makes three attacks, one with its bite and two with its claws.
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.
Claws. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage.
Elementals
Stone Elemental
Medium construct, unaligned
Armor Class: 17 (natural armor)
Hit Points: 22 (3d8+9)
Speed: 30 ft.
STR: 15(+2)
DEX: 8(-1)
CON: 17(+3)
INT: 3(-4)
WIS: 11(+0)
CHA: 3(-4)
Damage Resistances: Cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magic weapons
Damage Immunities: Poison
Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Passive Perception 10
Languages: Understands Common but can’t speak
Challenge: ½ (100 XP)
Actions:
Slam. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
Ice Elemental
Medium construct, unaligned
Armor Class: 14 (natural armor)
Hit Points: 26 (4d8+8)
Speed: 30 ft.
STR: 15(+3)
DEX: 10(+0)
CON: 14(+2)
INT: 3(-4)
WIS: 14(+2)
CHA: 3(-4)
Damage Immunities: Cold, poison
Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Passive Perception 12
Languages: Understands Common but can’t speak
Challenge: ½ (100 XP)
Actions:
Frozen Burst. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) cold damage, and the target must make a DC 12 Constitution saving throw or have their movement speed be reduced by 20 ft. for one round.
Slam. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) cold damage.
Grawl
Grawl
Medium humanoid, Chaotic Evil
Armor Class: 14 (natural armor)
Hit Points: 9 (2d8)
Speed: 30 ft.
STR: 9(-1)
DEX: 15(+2)
CON: 11(+0)
INT: 7(-2)
WIS: 10(+0)
CHA: 8(-1)
Skills: Stealth +4, Survival +2
Senses: Passive Perception 10
Languages: Grawl
Challenge: ¼ (50 XP)
Actions:
Maul. Melee weapon attack: +1 to hit, reach 5 ft., one target. Hit: 6 (2d6-1) bludgeoning damage.
Scimitar. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Note: Grawl carry either a maul or a scimitar, not both.
Grawl Longspear
Medium humanoid, Chaotic Evil
Armor Class: 15 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft.
STR: 10(+0)
DEX: 16(+3)
CON: 12(+1)
INT: 7(-2)
WIS: 14(+2)
CHA: 8(-1)
Skills: Perception +4, Stealth +5, Survival +4
Senses: Passive Perception 14
Languages: Grawl
Challenge: 1 (200 XP)
Actions:
Multiattack. The grawl makes two attacks with his longbow or his scimitar.
Longbow. Ranged weapon attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.
Scimitar. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Grawl Shaman
Medium humanoid, Chaotic Evil
Armor Class: 13 (natural armor)
Hit Points: 13 (3d8)
Speed: 30 ft.
STR: 8(-1)
DEX: 12(+1)
CON: 11(+0)
INT: 9(-1)
WIS: 16(+3)
CHA: 14(+2)
Skills: Persuasion +4
Senses: Passive Perception 13
Languages: Grawl
Challenge: ½ (100 XP)
Actions:
Wand Shot. Ranged weapon attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) radiant damage.
Infuse Health. The grawl transfers half of his remaining health, rounded down, to any creature that he can see within 60 ft.