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Aasimar


This supernaturally beautiful woman looks human, yet emanates a strange sense of calm and benevolence.
Aasimar CR 1/2

XP 200
Aasimar cleric 1
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 15, touch 10, flat-footed 15 (+5 armor)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5

OFFENSE

Speed 30 ft. (20 ft. in armor)
Melee heavy mace –1 (1d8–1)
Ranged light crossbow +0 (1d8/19–20)
Special Attacks channel positive energy (5/day, 1d6, DC 12); rebuke death (1d4+1, 6/day); touch of good (6/day)
Spell-Like Abilities (CL 1st)

1/daydaylight

Spells Prepared (CL 1st)

1stbless, command (DC 14), protection from evilD
0th (at will)–detect magic, guidance, stabilize

D domain spell; Domains Good, Healing

STATISTICS

Str 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14
Base Atk +0; CMB –1; CMD 9
Feats Turn Undead
Skills Diplomacy +8, Heal +7, Knowledge (religion) +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic

ECOLOGY

Environment any land
Organization solitary, pair, or team (3–6)
Treasure NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos.