Light Elemental
Medium elemental, neutral
Armor Class 15
Hit Points 90 (12d8 + 36)
Speed 40 ft., fly 60 ft.
STR 14 (+2)
DEX 18 (+4)
CON 16 (+3)
INT 10 (+0)
WIS 14 (+2)
CHA 12 (+1)
Saving Throws Dex +6, Wis +4
Damage Resistances radiant
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands Primordial but doesn't speak
Challenge 4 (1,100 XP)
Illumination. The elemental sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Lightform. The elemental can move through a space as narrow as 1 inch wide without squeezing.
Sunbeam Strikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) radiant damage.
Radiant Burst (Recharge 5-6). The elemental releases a burst of radiant energy in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Incorporeal Movement. The elemental can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Light Step. When the elemental moves at least 20 feet straight toward a creature before hitting it with a melee attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Actions
Multiattack. The elemental makes two sunbeam strike attacks.
Blinding Glare (1/Day). The elemental unleashes a blinding flash of light in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw or be blinded until the end of their next turn.