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This faceless creature takes the shape of a traditional genie made of yellow light held together only with wrist bangles.

LIGHT ELEMENTAL

Languages n/a

ECOLOGY

Environment any (Plane of Air)

Organization solitary, pair, or gang (3-8)

Treasure Two Bangles

SPECIAL ABILITES

Ray of Overwhelming Light (Ex) When in melee range, a Light Elemental can open it's 'mouth' and fire forth a beam of light with an ear-piercing sound to boot. This causes the target to become blinded and deafened for 1d4 rounds. A Will DC of 15 negates.

Bright (Ex) Light Elementals generate light and thus can never be in non-magical darkness. Whenever a Light Elemental attacks, it's target must make a DC 10 Fortitude save or become blinded for one round.

Speed of Light (Ex) A Light Elemental can make it's melee attack from 5 feet away.

Light Bond (Ex) Two Light Elementals of the same size can combine to make a single Light Elemental of a size 1 step bigger. It's hp is set to the two Light Elemental's remaning hp combined. In addition a Light elemental can combine with any other kind of elemental giving it a +2 to AC and a +1 to hit and damage as well as the bonus holy damage the light elemental had before combining.

SMALL LIGHT ELEMENTAL CR1

XP 400

N Small outsider (air, elemental, extraplanar)

Init +6; Senses n/a; Perception +5

DEFENSE

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)

hp 11 (2d10)

Fort +3, Ref +5, Will +0

Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)

Melee slam +5 (1d6 plus 1d3 holy)

Special Attacks ray of overwhelming light, bright, light bond

STATISTICS

Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11

Base Atk +2; CMB +1; CMD 13

Feats Improved Initiative, Weapon Finesse

Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5

MEDIUM LIGHT ELEMENTAL CR 3

XP 800

N Medium outsider (air, elemental, extraplanar)

Init +8; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 natural)

hp 26 (4d10+4)

Fort +5, Ref +8, Will +1

Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)

Melee slam +8 (1d8+3 plus 1d4 holy)

Special Attacks ray of overwhelming light, bright, light bond

STATISTICS

Str 14, Dex 19, Con 12, Int 4, Wis 11, Cha 11

Base Atk +4; CMB +6; CMD 21

Feats Dodge, Improved Initiative, Weapon Finesse

Skills Acrobatics +11, Escape Artist +9, Fly +12, Knowledge (planes) +2, Perception +7

LARGE LIGHT ELEMENTAL CR 5

XP 1,600

N Large outsider (air, elemental, extraplanar)

Init +10; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 18, touch 16, flat-footed 11 (+6 Dex, +1 dodge, +2 natural, –1 size)

hp 60 (8d10+16)

Fort +8, Ref +12, Will +2

DR 5/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)

Melee slam +13 (2d6+3 plus 1d6 electricity)

Space 10 ft.; Reach 10 ft.

Special Attacks ray of overwhelming light, bright, light bond, speed of light

STATISTICS

Str 16, Dex 23, Con 14, Int 6, Wis 11, Cha 11

Base Atk +8; CMB +12; CMD 29

Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse

Skills Acrobatics +17, Escape Artist +17, Fly +12, Knowledge (planes) +9, Perception +11

HUGE LIGHT ELEMENTAL CR 7

XP 3,200

N Huge outsider (air, elemental, extraplanar)

Init +12; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 19, touch 17, flat-footed 10 (+8 Dex, +1 dodge, +2 natural, –2 size)

hp 85 (10d10+30)

Fort +10, Ref +15, Will +5

DR 5/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)

Melee slam +16 (3d6+5 plus 1d8 holy)

Space 15 ft.; Reach 15 ft.

Special Attacks ray of overwhelming light, bright, light bond, speed of light

STATISTICS

Str 20, Dex 27, Con 16, Int 6, Wis 11, Cha 11

Base Atk +10; CMB +17; CMD 36

Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse

Skills Acrobatics +21, Escape Artist +21, Fly +12, Knowledge (planes) +11, Perception +13

GREATER LIGHT ELEMENTAL CR 9

XP 6,400

N Huge outsider (air, elemental, extraplanar)

Init +13; Senses darkvision 60 ft.; Perception +16

DEFENSE

AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size)

hp 110 (13d10+39)

Fort +11, Ref +17, Will +6

DR 10/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)

Melee slam +20 (3d8+6 plus 2d6 holy)

Space 15 ft.; Reach 15 ft.

Special Attacks ray of overwhelming light, bright, light bond, speed of light

STATISTICS

Str 22, Dex 29, Con 16, Int 8, Wis 11, Cha 11

Base Atk +13; CMB +21; CMD 41

Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse

Skills Acrobatics +25, Escape Artist +25, Fly +13, Intimidate +16, Knowledge (planes) +15, Perception +16

ELDER LIGHT ELEMENTAL CR 11

XP 12,800

N Huge outsider (air, elemental, extraplanar)

Init +14; Senses darkvision 60 ft.; Perception +19

DEFENSE

AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size)

hp 136 (16d10+48)

Fort +13, Ref +20, Will +7

DR 10/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)

Melee slam +24 (3d8+8 plus 2d8 holy)

Space 15 ft.; Reach 15 ft.

Special Attacks ray of overwhelming light, bright, light bond, speed of light

STATISTICS

Str 26, Dex 31, Con 16, Int 10, Wis 11, Cha 11

Base Atk +16; CMB +26; CMD 47

Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse

Skills Acrobatics +29, Escape Artist +29, Fly +14, Intimidate +19, Knowledge (planes) +19, Perception +19, Stealth +21

Background

The Plane of Air's vast expanse of sky makes for a bright place. As the Sun is unfettered in it's radiance. Light elementals are the by-product of common air elementals spending too much time in the sunlight. Often they are not as keen to kill as their elemental brethren, this is because the rare Light Elemental is often taken away soon after it's creation by holy gods to use as servants.

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