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Peoples · Lineage and Transformation

Aasimars

Being Aasimar is not a separate nationality. An Aasimar can be born as an elf, dwarf, human, or Veyran; States may consider them as prophets, dangers, instruments of inheritance or state property.

Canonical record

Being Aasimar is not a separate nationality. They can be born with a divine or cosmic mark into a Human, Elf, Dwarf, Veyran, or other people.

Lethar trains them at Silent Meridian; Ordan records them; some people consider them a sign of lost kingdoms. It is not certain that Aasimars were chosen by gods, and some reject the mark’s meaning. Outside Astereth, seeing even one or two Aasimars in an ordinary city is unusual: families often try to reach Lethar, hide, or evade foreign registrars when a mark appears.

Aasimar Beacon Keeper

Medium humanoid (Aasimar), any disposition

Defense 16 (light armor)

Hit Points 60 (8d8 + 24)

Speed 9 m.

POWER 14 (+2)
ENGLISH 14 (+2)
DAY 16 (+3)
ZEK 13 (+1)
COMP 16 (+3)
SNOW 18 (+4)

Saves Know +5, Snow +6

Skills Insight +5, Persuasion +6, Religion +5

Damage Resistances necrotic, radiant

Senses darkvision 18 m., passive Perception 13

Languages Common Language, Celestial Language, and cultural language

Threat 4 · Experience Award 1,100 • Proficiency Bonus +2

Features

Healing Hands (1/Day). The creature touched gains 15 hit points.

Luminous Appearance (1/Day). Creates wings of light or halo for 1 minute with bonus action; flying speed 9 m. becomes, and its first hit deals 4 (1d8) additional radiant damage per turn.

Actions

Multi Attack. The guardian makes two attacks with his lightsaber.

Sword of Light. Melee Spell Attack: +6 to hit, range 5 ft., one target. Hit: 11 (1d8 + 4 plus 1d6) cutting and radiant damage.

Glitter Without Judgment (Recharge 5–6). Allies within 15 feet gain 8 (1d8 + 4) hit points; If enemies fail a GM 14 Charisma save, they are blinded until the end of the next turn.