17
110 (20d10)
fly 60 ft. (hover)
Dex +10, Con +3, Int +7, Wis +7, Cha +4
Arcana +7, Insight +7, Perception +7
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
poison, psychic, radiant
blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
blindsight 120 ft., truesight 60 ft.
Common, Celestial, Elemental, Elvish, Giant
8
A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round.
Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful.
The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
The liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying • 2/Day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray • 1/Day each: hallucinatory terrain, plane shift, sunbeam
Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form.
Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness.
The liosalfar makes two Disrupting Touch attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.