Light Elemental (5e Creature)

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Light Elemental[edit]

Large elemental, neutral good


Armor Class 14
Hit Points 102 (12d10 + 36)
Speed 0 ft., fly 90 ft. (hover)


STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 17 (+3) 10 (+0) 12 (+1) 14 (+2)

Saving Throws Dex +7
Skills Acrobatics +7, Perception +4, Persuasion +5
Proficiency Bonus +3
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant, necrotic
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 300 ft., passive Perception 14
Languages Primordial
Challenge 5 (1,800 XP)


Radiant Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage.

Brilliant Illumination. The elemental sheds bright light in a 60-foot radius and dim light for an additional 60 feet. This light is sunlight.

ACTIONS

Multiattack. The elemental makes two attacks.

Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) radiant damage.

Bright Shot. Ranged Weapon Attack: +7 to hit, range 120/360 ft., one target. Hit: 9 (1d10 + 4) radiant damage.

Light Flare (Recharge 4-6). Each creature within the bright light shed by the elemental must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn.


At the core of all elements is energy, and from energy comes light. Some say that when all elements combine, they become a brilliant form of raw, bright energy. Light elementals are free and good hearted in nature, overseeing countless things across the realms.

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