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Aasimar
CR 1/2
XP 200
NG Medium Outsider (native)
Init +0; Senses darkvision 60 ft.;
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/day-daylight

Spells Prepared (CL 1st)

1st-bless, command (DC 14), protection from evilD

0 (at will)-detect magic, guidance, stabilize

D domain spell; Domains Good, Healing

statistics
Str 8(-1), Dex 10(+0), Con 14(+2), Int 13(+1), Wis 17(+3), Cha 14(+2)
Base Atk +0; CMB -1; CMD 9
Feats Turn Undead
Skills Diplomacy +8, Heal +7, Knowledge (religion) +5
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)
special abilities

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.

Aasimar Characters

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

+2 Charisma, +2 Wisdom

Aasimars are insightful, confident, and personable.

Normal Speed

Aasimars have a base speed of 30 feet.

Darkvision

Aasimars can see in the dark up to 60 feet.

Skilled

Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability

Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar's class level).

Celestial Resistance

Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages

Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

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Templates
Fiendish
Class
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Level
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
​
​
​
​
​
​
​
​
Templates
Fiendish
Class
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Level
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20