Marid (Water Genies), Tritons, Water Weirds, Kraken.
Djinn (Air Genies), Invisible Stalkers, Cloud Giants, Sylphs. Earth, Air, Fire and Water (AD&D 2nd Ed Fantasy...
Destruction, passion, transformation, and brilliance. Marid (Water Genies), Tritons, Water Weirds, Kraken
Saving Throws vs. Magic Fire. Fire should be an environmental hazard—smoke inhalation rules (Constitution checks) and the risk of gear melting or catching fire. Marid (Water Genies)
Movement (burrowing speeds) and AC. Earth-based encounters should emphasize the fear of being buried alive or the difficulty of fighting in cramped tunnels where large weapons are unusable.
A city floating on enchanted clouds is slowly losing its altitude. The party must secure a "Breath of Akadi" from a Djinn noble, which involves a high-stakes social negotiation or a race across floating platforms while being harried by Belker smoke-monsters. III. Fire: The Consuming Flame