Planescape Monstrous compendium appendix i


Aasimon – Planetar

Size / Type

Large Outsider (Good)

Hit Dice

14d8+70 (133)

Initiative

+8 (+4 Dex, +4 Feat)

Speed

40ft., fly 120ft. (good)

Armor Class

27 (-1 Size, +4 Dex, +14 natural)

Attacks

+3 Huge vorpal greatsword +23/+18/+13

Damage

+3 Huge vorpal greatsword 2d8+13

Face / Reach

5ft by 5ft / 10ft

Sp. Attacks

Spells, spell-like abilities

Sp. Qualities

Improved uncanny dodge, immunities, DR 15/ [+4 or evil], regeneration 4, aasimon, outsider

Saves

Fort +14

Ref +13

Will +14

Abilities

Str 25

Dex 19

Con 20

Int 20

Wis 21

Cha 22

Skills

Concentration +16, Escape Artist +20, Hide +17, Knowledge or Craft (any 5) +21, Listen +23, Move Silently +17, Sense Motive +23, Search +19, Spot +23

Feats

Improved Initiative, Power Attack, Cleave, Blind-fight

 

Climate

Upper Planes

Organization

Solitary or pair

Rating (CR)

16

Treasure

Incidental

Alignment

Always Good (any)

Advancement

15-21 HD (Large), 22-42 HD (Huge)

 

 

· Spells: Planetars can cast spells as a 7th level priest with access to the Air, Destruction, Good, and War domains (DC 16+spell level).

· Spell-like Abilities: In addition to normal powers wielded by all aasimon, planetars can cast at will – Animate Object, Blade Barrier (3/day), Commune, Control Weather (1/day), Cure Blindness or Deafness, Cure Disease, See Invisibility (always active), Detect Lie (always active), Detect Snares and Pits (always active), Dispel Magic, Earthquake (1/day), Feeblemind (1/day), Fire Storm (1/day), Flame Strike (3/day), Heal, Holy Word (1/day), Invisibility Sphere, Insect Plague (1/day), Limited Wish (1/day), Polymorph any Object, Magic Circle against Evil up to 10ft radius (always active), Raise Dead (3/day), Remove Curse, Remove Fear, Resist Cold, Restoration (1/day), Shapechange (1/day), Speak with Dead, Symbol (any, 1/day), True Seeing (always active), Weather Summoning (1/day), and Wind Walk (7/day).

· Immunities: Planetars automatically detect all illusions. Also, change their aasimon acid resistance for fire resistance. Immune to cold, electricity, magic missile, petrification, life level loss, charm, confusion, death magic, domination, and feeblemind. Their souls cannot be entrapped or imprisoned.

· 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.

 

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

 

 



    Melroch Eitheldor @ 2003 - 2004

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