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Elemental Variation

 Elemental Variation
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Taking a base creature or idea and adding an elemental spin on it.
The "base" here could be a real-world object or animal, or something that exists within the narrative. This is an extremely popular technique to design fresh Mons and create Underground Monkey enemies. Just take a real-life object and, *boom* make it elemental.
Sometimes This is justified in-universe, such as when "elements" are treated as a form of energy that corrupts and transmutes things that are exposed to them. The object in question may also have some sort of Adaptive Ability that allows it to mirror the surrounding environmental conditions. Fisher Kingdom / Flintstone Theming can also enable this when entering an Elemental Plane.
There are some standard ways to visualize the impact of an element. Fire-themed objects will become Wreathed in Flames or have Volcanic Veins, Earthen equivalents will have moss growing on them or floral theming. When translating Air and Water into a design, avian/aquatic features tend to be mixed in due to those animals dominating association with the elements. Expect quite a lot of Colour-Coded for Your Convenience.
Sistertrope to Ninja Pirate Zombie Robot and Mix-and-Match Critters. See also Robot Me (robot versions) and Space "X" (space versions). Compare and contrast Underground Monkey and Elemental Embodiment. For entities entirely made out of an element, see Animate Inanimate Matter. See also Index of Fictional Creatures and Our Monsters Are Different.
This is an application of the Natural Elements, although depending on context might include setting-specific Bizarro Elements.
A simple way to tell if you're dealing with one of these is if you can simplify it to a [Element] [Object] form. Such as Thunder Beetle.
Subtropes / Common ways to accomplish this:
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 Mega Man Zero 2 (Video Game) / int_79ef2451
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Elemental Variation
 Pathfinder: Kingmaker (Video Game) / int_79ef2451
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Elemental Variation
 Total War: Warhammer (Video Game) / int_79ef2451
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Elemental Variation