Library / Bestiary

Aasimar

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

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.

Aasimars are defined by class levels—they do not possess racial Hit Dice. Aasimars have the following racial traits.

STR
8
DEX
10
CON
14
INT
13
WIS
17
CHA
14
HP
11 (1d8+3)
AC
15, touch 10, flat-footed 15 (+5 armor)
Speed
30 ft. (20 ft. in armor)
Init
+0
Melee
heavy mace -1 (1d8-1)
Ranged
light crossbow +0 (1d8/19-20)
BAB
+0
CMB
-1
CMD
9
Fort
+4
Ref
+0
Will
+5
Racial Modifiers
+2 Diplomacy, +2 Perception

Weapons: Martial, Simple

channel positive energy (5/day, 1d6, DC 12)

rebuke death (1d4+1, 6/day)

touch of good (6/day)

Turn Undead from Feat

<p class="stat-block-1"> You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).</p>

Diplomacy +8, Heal +7, Knowledge (religion) +5

spell-like abilities:
1/day—Daylight
spells prepared:
1st—Bless, 1st—Command, 1st—Protection From Evil, At will—Detect Magic, At will—Guidance, At will—Stabilize
Details
Type
Outsider
Alignment
NG
Size
Medium
Environment
any land
Organization
solitary, pair, or team (3-6)
Treasure
NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)
Senses
darkvision 60 ft.; Perception +5
Languages
Celestial, Common, Draconic
Source
Bestiary
Sources Used in This Record
8 House/Core
  • Uses feat: Turn Undead (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Daylight (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bless (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Command (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Protection From Evil (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Guidance (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stabilize (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.