Pure Light. 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. 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.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Darkness Susceptibility. For every 5 feet the elemental moves in natural or magical darkness, it takes 1 cold damage.
Multiattack. The elemental makes two brightblade attacks.
Brightblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage.
Description
A faint humanoid shape shows in this shimmering, moving being of pure light. Only one of each color of the rainbow exists on any given plane at a time: red, orange, yellow, blue, green, indigo, and violet. They do not die when they lose all hit points, but are instead subdued and dormant until the next daybreak, when they regain all their health. While subdued, they may be captured in a Prism of Holding, or any crystal or gem of similar color (e.g., a ruby for a red chromatic wanderer) worth at least 1000 gp. The creature's Brightblade is part of it and is inseparable, fades immediately upon being subdued, and never drops as an item.
Comments