Aerial Combat and Falling Damage. Use the Skills & Powers or Dungeon Master Guide rules for "Aerial Maneuverability Classes" (A through E).
In many 2nd Edition modules (like The Temple of Elemental Evil or the Planescape setting), the true threat comes from the or Quasi-elemental planes where these forces mix (e.g., Smoke, Ice, Magma, Ooze).
Marid (Water Genies), Tritons, Water Weirds, Kraken. Earth, Air, Fire and Water (AD&D 2nd Ed Fantasy...
A coastal trade route is being terrorized by "Drowning Ghosts"—undead fueled by a corrupted Water Weird. The PCs must travel to an underwater grotto where the pressure increases every turn unless they can find the "Pearl of the Abyssal Lung." The Quintessence: Combining the Four
Djinn (Air Genies), Invisible Stalkers, Cloud Giants, Sylphs. Aerial Combat and Falling Damage
Stability, crushing weight, hidden riches, and stubbornness.
Underwater Combat. Remind players of the penalties: slashing and bludgeoning weapons are at -4 to hit; fire spells are useless; casting spells with verbal components requires Water Breathing . Marid (Water Genies), Tritons, Water Weirds, Kraken
An Efreeti Sultan has claimed a dormant volcano as his summer palace. His presence is causing the local climate to wither. The party must infiltrate the "Obsidian Spire" using Potions of Fire Resistance to steal the "Cinder-Seal" that can banish him back to the Elemental Plane of Fire. IV. Water: The Boundless Depths