Planescape Monstrous compendium appendix i


Aasimon – Light

Size / Type

Small-size Outsider (Incorporeal, Good)

Hit Dice

10d8+30 (75)

Initiative

+8 (+4 Dex, +4 Feat)

Speed

Fly 120ft. (perfect)

Armor Class

30 (+4 Dex, +10 Deflection, +6 Natural)

Attacks

Touch +14/+9

Damage

Touch 1d12 (only to evil beings)

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Spell-like abilities

Sp. Qualities

DR 10/ [+2 or evil], SR21, improved uncanny dodge, aura of grace, immunities, aasimon, incorporeal, outsider

Saves

Fort +10

Ref +11

Will +10

Abilities

Str --

Dex 18

Con 17

Int 12

Wis 16

Cha 21

Skills

Concentration +14, Knowledge (any three) +13, Listen +18, Move Silently +12, Sense Motive +13, Search +11, Spot +18

Feats

Improved Initiative, Weapon Finesse, Dodge

 

Climate

Upper Planes

Organization

Solitary

Rating (CR)

10

Treasure

None

Alignment

Always Good (Any)

Advancement

11 – 30 HD (Small)

 

 

· Spell-like Abilities: At will – Protection from Evil (always active), Dispel Evil (3/day), Continual Flame (7/day), Light, Bless, and Hold Person (7/day).

· Aura of Grace: Any good or neutral aligned character must succeed a will save (DC 20) every round in order to strike the light, if the save is failed any attack misses in some way, no matter the nature (even spells and such).

· Immunities: Lights are immune to all charm, beguiling (as the rod), geas, quest, sleep, and other mind-affecting effects, trapping spells, and death magic.

· Aasimon Qualities:

 

· Telepathy: They can speak with any intelligent creatures.

· Resistances: Electricity, cold, and acid resistance 20

· Immunities: Gas & Poison.

· Spell-like Abilities: At will - Aid, Astral Projection, Augury, Change Self, Comprehend Languages, Detect Evil, Detect Good, Detect Magic, Know Alignment, Read Magic, and Teleport without Error. 3/day - Cure Serious Wounds. These abilities are as the spells cast by a priest of the same level as HD has the aasimon (save DC 14 + spell level).

 Aasimon Detect Evil ability works greatly enhanced than the normal spell. When used, they instantly know all sources of evil, their number, direction, strength, and general nature. Also, when an aasimon gazes directly into the eyes of an evil creature it learns its name, nature, and background. This power always functions automatically.

· Celestial Reverence: If the aasimon wishes it, when in his unaltered normal form, he can emit a blinding ray of light that attracts the attention of all mortals in sight of it. Anyone viewing this spectacle must succeed a will save (DC 14+aasimon half HD) or be affected in some way. Good spectators are filled with awe and a strong protective love for the aasimon. Those of evil alignment feel the grip of fear in their hearts and are unable to attack the aasimon. Evil creatures of less than 8HD that fails their save flee the area immediately, because the fear overcomes its senses.

 

· Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal or energy source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

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