Elemental, Light

Family: Elementals

Large elemental, chaotic good

Armor Class 13
Hit Points 57 (6d10 + 24)
Speed 50 ft., fly 50 ft. (hover)

10 (+0) 17 (+3) 18 (+4) 10 (+0) 10 (+0) 16 (+3)

Damage Resistances acid, cold, fire, necrotic, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Celestial, Ignan
Challenge 6 (2,300 XP)


  • Illumination. The elemental sheds a magical light in a 60-foot radius and dim light in an additional 60 feet. If the light elemental enters a space that is affected by a darkness spell, the spell is dispelled.
  • Light Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature within 5 feet of it that touches the elemental or hits it with a melee attack takes 5 (1d10) radiant damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) radiant damage.
  • Radiant Absorption. Whenever the light elemental is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.


  • Multiattack. The elemental makes two touch attacks.
  • Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage.
  • Burst (Recharge 5-6). The elemental shines a bright and deadly light in a 30-foot radius centered on itself. Each creature must make a DC 13 Constitution saving throw; taking 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one.


  • Blinding Light. When a creature tries to attack the light elemental, it sheds a blinding light. The attacker must succeed on a DC 13 Constitution or be blinded until the end of its next turn.


Light elementals are the natives of the planes of existence where only light exists. They are made of pure light of different colors. They can alter their shape at will, but they mostly choose the form of a humanoid. They are just as dangerous as they are elegant; their intense light also emanates extreme heat around them.

They rarely visit the material plane. If one does come across a light elemental in the material plane, it is probably because it was summoned and somehow became free.

Light elementals are friendly in nature; however, they try to keep their distance from creatures they can harm with their body heat.

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