AASIMON, LIGHT
LIGHT (AASIMON)
Small Outsider (Good)
Hit Dice: 10d8+30 (75 hp)
Initiative: +8 (Dex, Improved Initiative)
Speed: Fly 120 ft (perfect)
AC: 20 (+1 size, +4 Dex, +5 deflection)
Attacks: Touch +15 melee
Damage: Touch 0 and light energy
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Light energy, spell-like abilities, summoning
Special Qualities: Damage reduction 20/+2, SR 21, celestial qualities, immunities
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, Mobility, Weapon Finesse (touch)
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always good
Advancement: 11-30 HD (Small)
Lights are energy creatures, champions of good that inhabit the Upper Planes. They seem to be composed of swirling mists of light that shift shapes constantly. From a distance, lights are sometimes confused for lantern archons. Lights, however, are significantly more powerful celestial stewards. Looking deep into a light, a creature can see its interior; a chaotic rainbow of colors that changes rapidly and randomly. Rumors imply that good-aligned creatures that look at this colorful nimbus will see a memory of their finest moment in life, whereas evil creatures will see the life they could have led if they had made better choices.
Gods create lights to serve as familiars for very high-level worshippers. On very rare occasions, they also serve as companions for a specific quest. To request the help of a light, a worshipper must fast for three days and three nights, silently meditating in total solitude, bathing himself in holy water at the end of this meditation. If the ritual is done properly, the applicant’s god will evaluate whether or not he is worthy. With less than one thousand lights in existence, each one cannot afford to stay with a single master for life.
COMBAT
Lights are champions of good, ready to engage evil creatures in combat.
They will use their energy attack on evil creatures, and their spell abilities to incapacitate other attackers. Creatures of good or neutral alignment must make a Will save (DC 20) every round they try to attack a light; if the save is failed, the attack misses.
Lights may only be permanently destroyed on their home plane. If destroyed elsewhere, they will simply dissipate and reform on another plane in one month.
Light Energy (Su): A light that touches an evil creature will deal 1d12 points of energy damage to it. Magical bonuses (such as those from bracers of armor +2 or chain mail +3) will count towards a creature’s AC for this attack, but the energy channels through the armor itself. This attack affects only evil beings.
Spell-Like Abilities: At will - aid, augury, bless, change self, detect evil, detect good, detect magic, light, protection from evil (always active), read magic, and teleport without error. 3/day - cure serious wounds, dispel evil. 7/day – daylight, hold person. These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level).
Summoning (Su): Once per day, a light can attempt to summon an agathion with a 50% chance of success.
Celestial Qualities: (as shown in the MM, p 31) protective aura; tongues; electricity, petrification, cold, and acid immunity; fire resistance 20; +4 save against poison; keen vision.
Immunities (Ex): Lights are immune to all mind-affecting effects, trapping spells (such as hold monster), and death spells (such as circle of death, destruction, finger of death, slay living, and wail of the banshee).
Skills: Lights are extremely alert and receive a +8 bonus to Spot and Listen checks.
The light first appeared in Monstrous Compendium 8, the Outer Planes appendix (1991), and later appeared in the first Planescape Monstrous Compendium (1994).