LIGHT AASIMON

Medium Outsider (Aasimon, Extraplanar, Good, Incorporeal)
Hit Dice: 10d8+20 (65 hp)
Initiative: +10
Speed: Fly 80 ft. (perfect) (16 squares)
Armor Class: 21 (+6 Dex, +5 deflection), touch 21, flat-footed 15
Base Attack/Grapple: +10/-
Attack: Incorporeal touch +16 melee (2d6 plus blinding strike)
Full Attack: 2 incorporeal touches +16 melee (2d6 plus blinding strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding strike, radiance, radiant touch, spell-like abilities
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., immunity to acid, cold, and petrification, incorporeal traits, protective aura, resistance to electricity 10 and fire 10, spell resistance 23, stalwart mind, tongues, uncanny dodge
Saves: Fort +9 (+13 against poison), Ref +13, Will +10
Abilities: Str –, Dex 22, Con 14, Int 14, Wis 16, Cha 20
Skills: Concentration +15, Diplomacy +20, Intimidate +18, Knowledge (any two) +15, Listen +16, Move Silently +19, Sense Motive +16, Spot +16, Tumble +19
Feats: Combat Reflexes, Empower Spell-Like Ability (searing light), Improved Initiative, Quicken Spell-Like Ability (hold person)

Environment: Any good-aligned plane
Organization: Solitary or group (1-4)
Challenge Rating: 11
Treasure: None
Alignment: Always good (any)
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
A pulsing brilliance of light appears before you. Within the striating colors of the light, you can vaguely see a humanoid shape… or is it something else? Whatever you see, you are filled with a humbling sense of peace.
Light aasimon serve as the guardians of good on the planes. They are often sent to help valiant mortals on the prime overcome great evils. Occasionally they remain with their wards, helping them spread peace and defeat new evils, however most often, they return to their homes on the upper planes once their task is finished. From there, they can seek out new evils to combat!
A light aasimon resembles a pulsing cloud of shimmering light. The cloud often varies in shape, but is usually about 5 feet in diameter.
 
COMBAT
Lights, being somewhat poor melee fighters, often hang back in fights and use their spell-like abilities and their radiance to both help allies and hinder foes. If pressed into melee, it lashes out with its tendrils of light.
A light aasimon’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Blinding Strike (Su): Anyone struck by a light aasimon’s incorporeal touch attack must make a Fort save (DC 20) or be blinded for 1d6 rounds. On a critical hit, the target is permanently blinded if it fails the Fort save. A remove blindness spell can reverse the effect. The save DC is Charisma-based.

Radiance (Su): The light aasimon constantly sheds light similar to that of a daylight spell (caster level 12th). Any good-aligned creatures within the aasimon’s radiance are affected as though by a bless spell (caster level 12th) for as long as they remain within the radiance. Any evil-aligned creatures within the radiance are affected by a bane spell (caster level 12th) for as long as they remain within the radiance, although they receive a Will save to resist (DC 20). The evil creature must repeat the save each time it enters the aasimon’s radiance.

This effect may not be dispelled although the light aasimon can suppress or resume it as a free action on its turn. The save DC is Charisma-based.

Radiant Touch (Su): A light aasimon’s incorporeal touch attack is composed of pure light. It ignores damage reduction of any kind. Furthermore, a light aasimon can choose to not deal damage with its touch. This is useful for when it is using its cure spell-like abilities to heal itself or to heal allies.

Spell-Like Abilities: At will – aid, continual flame, detect evil, dispel evil (DC 20), dispel magic, hold person (DC 17), holy smite (DC 19), searing light; 7/day – cure light wounds (DC 17); 3/day – cure serious wounds (DC 18), remove disease (DC 18); 1/day – holy aura (DC 23), holy word (DC 22), plane shift (DC 22), remove curse (DC 18), sunburst (DC 22). Caster level 12th. The save DC’s are Charisma-based.

Stalwart Mind (Su): A light aasimon is immune to all mind-affecting spells or effects.

Uncanny Dodge (Ex): A light aasimon retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 14th level. It can flank characters with the uncanny dodge ability as if it were a 10th-level rogue.

Protective Aura (Su): Caster level 8th on the agathinon's protective aura.

* See Book of Exalted Deeds.

 

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