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The Greater Earth Elemental is encountered in limited scenarios and areas in Baldur's Gate II: Shadows of Amn, the Baldur's Gate II: Throne of Bhaal and the Enhanced Editions.

The title Greater Earth Elemental usually means that they have 16 to 24 Hit Dice. Ordinary Earth Elementals typically have 8 to 12 Hit Dice, and Lesser Earth Elementals will be 8 or less.

The game files are inconsistent in assigning names that differentiate between elementals - the default is typically just "<Air. Earth, Fire>" Elemental. However, there are some that are labelled correctly as Lesser or Greater.


One of these elementals will appear as a guardian of the Earth portal when the party participates in the A Mage's Proposal questline in the Underdark.

Three of these creatures' spawn from the Globe Machine in Watcher's Keep Final Seal the third time the green button is activated.

Two of them are found with the evil elemental prince of earth, Ogremoch - in Sendai's Enclave.

In the unmodified game the creature is simply scripted using the basic WDASIGHT.bcs AI - which allows detected enemies to be pursued and attacked in melee combat.

See also[]

Lesser Earth Elemental
Earth Elemental
Conjure Earth Elemental (wizard)
Conjure Earth Elemental (priest)

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

The Sword Coast Stratagems mod makes minor changes to the Greater Earth Elemental. All receive specific additional immunities to Paralyze, Webbed and Entangle effects, as well as spells that inflict those status effects. They are also immune to Earthquake.

The Greater Earth Elemental encountered at the Earth Portal as part of Vithal's quest is unique as it summons three other Earth Elemental allies instantaneously and can innately cast Stoneskin and Earthquake during the battle.

If using the Spell Revisions mod enemy and party casters that use the Conjure Earth Elemental spell and are level 15 and above will summon this creature, stats below:

Greater Earth Elemental (16 Hit Dice):
STR 23, DEX 8, CON 21, INT 6, WIS 11, CHA 11; AL Neutral
HP 152, AC 2, THAC0 0, Saving Throws 4/6/5/4/7
2 Attacks Per Round, 2d10+14 Crushing Damage (Fist +3)
Special Qualities (12 & 16 Hit Dice):
Immune to normal weapons
Immune to hold, poison, polymorph, sleep, & stun effects
Slashing, Piercing, & Missile Resistance 40%

Mod Gallery[]