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<blockquote data-quote="BOZ" data-source="post: 2714312" data-attributes="member: 1241"><p>Aasimon, Light</p><p>CLIMATE/TERRAIN: Upper planes or prime</p><p>FREQUENCY: Very rare</p><p>ORGANIZATION: Solitary</p><p>ACTIVITY CYCLE: Any</p><p>DIET: None</p><p>INTELLIGENCE: Very (11-12)</p><p>TREASURE: Nil</p><p>ALIGNMENT: Any good</p><p></p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: -10</p><p>MOVEMENT: Fl 48 (A)</p><p>HIT DICE: 10</p><p>THAC0: 11</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: 1-12</p><p>SPECIAL ATTACKS: See below</p><p>SPECIAL DEFENSES: Spell immunity, never surprised, +2 or better weapons to hit</p><p>MAGIC RESISTANCE: 50%</p><p>SIZE: S (variable composition)</p><p>MORALE: Fearless (19-20)</p><p>XP VALUE: 35,000</p><p></p><p>Lights are beings of energy that inhabit the upper planes. They appear to be swirling mists of light that seem to shift their shapes constantly. By looking deep into a light one can observe its interior, a chaotic rainbow of colors that changes as rapidly and randomly as the shape of the being.</p><p></p><p>Combat: Lights are champions of good and will readily engage in combat with evil creatures. By coming into contact with an evil creature, a light can make an energy attack that will inflict 1-12 points of damage per hit. This attack will not affect beings of good alignment. Because the attack is a form of energy, nonmagical protection is not considered when determining the armor class of a light's opponent. Any magical protection, including magical armor, is considered, but only the "pluses" of the armor offer protection. For example, if a light is attacking a man in plate mail, + 3, his effective armor class would be 7 (for the + 3) rather than the standard 10. Bracers of defense, AC 4 would remain AC 4.</p><p></p><p>Lights also possess the following spell-like abilities that they can use once per round, one at a time, at will:</p><p></p><p>? protection from evil, always active</p><p>? dispel evil, 3 times per day</p><p>? continual light, 7 times per day</p><p>? light</p><p>? bless</p><p>? hold person, 7 times per day</p><p></p><p>These are, of course, in addition to the spell-like abilities common to all aasimon.</p><p></p><p>Lights are immune to all charm, beguiling, geas, quest, sleep, and other mind-affecting spells, trapping spells, and death magic, They are never surprised in combat and are damaged only by + 2 or better magical weapons. No good creature can ever attack a light (they are simply unable to do so without a radical and immediate change of alignment) and neutrals must make a saving throw vs. paralyzation every round they wish to attack or miss.</p><p></p><p>If sorely pressed, a light can attempt to gate in an agathinon. This may only be attempted one time per day and there is a 50% chance of success.</p><p></p><p>Lights may only be destroyed on their home plane. If they are reduced to zero or lower hit points elsewhere, they will dissipate and reform in one month.</p><p></p><p>Habitat/Society: Lights are created by the powers and deities of the upper planes in order to serve as familiars for good-aligned, high-level worshippers, They can, on extremely rare occasions, be granted as companions on quests for a very limited duration.</p><p></p><p>The process of requesting a light is simple. First, the worshipper must fast for three days and nights, meditating in total solitude. When the fasting is over, the worshipper then bathes himself in a tub of holy water. The bath complete, the worshipper then casts the spell find familiar (or has someone else cast it in the case of nonwizards). If everything is done properly and the subject is worthy, there is a 10% chance (+ 1% per level above 12th) of the light being granted. Paladins about to place themselves at peril in the name of goodness often call for the assistance of a light and, if successful. becomes a tremendous force against evil,</p><p></p><p>There are less than 1,000 lights in existence, and therefore one will never stay with a single master for life. Rather, the light will accompany a master on a single mission and then leave when the mission is over. If the subject already has a familiar, the light will not interfere with that relationship whatsoever.</p><p></p><p>Ecology: Lights are pure energy and feed from energy supplied from their plane of origin. They are even believed, by some, to be the substance of good fashioned into a physical form.</p><p></p><p></p><p>AASIMON - LIGHT</p><p>CLIMATE/TERRAIN: Upper planes </p><p>FREQUENCY: Very rare</p><p>ORGANIZATION: Solitary</p><p>ACTIVITY CYCLE: Any</p><p>DIET: None</p><p>INTELLIGENCE: Very (11-12)</p><p>TREASURE: Nil</p><p>ALIGNMENT: Any good</p><p></p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: -10</p><p>MOVEMENT: Fl 48 (A)</p><p>HIT DICE: 10</p><p>THAC0: 11</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: 1d12</p><p>SPECIAL ATTACKS: See below</p><p>SPECIAL DEFENSES: Spell immunity, +2 weapons to hit</p><p>MAGIC RESISTANCE: 50%</p><p>SIZE: S (variable composition)</p><p>MORALE: Fearless (19-20)</p><p>XP VALUE: 10,000</p><p></p><p>These energy creatures, swirling mists of light that shift shape constantly, are champions of good. Deep inside a light, rainbow colors change rapidly and randomly. Some reports imply that each good-aligned viewer sees in a light a memory of his finest moment in life, whereas evil viewers see the better life they might have led, had they made better choices long ago. These reports remain unconfirmed.</p><p></p><p>Combat: Lights are never surprised in combat and are damaged only by +2 or better magical weapons. Good- or neutral-aligned characters must save vs. paralyzation every round thy attack a light; a failed save means they miss.</p><p></p><p>In contact with an evil creature, a light's energy attack inflicts 1d12 points of damage per hit. This attack does not affect creatures of good alignment. Because the attack is energy, nonmagical protection is not considered when determining the Armor Class of a light's opponent; only the "pluses," of magical armor or other defenses offer protection, regardless of the opponent's alignment. For example, if a light attacks a man in plate mail + 3, his effective Armor Class is 7 (for the +3) rather than the standard 10. Bracers of defense, AC 4 would remain AC 4.</p><p></p><p> In addition to at common to all aasimon, lights also have the spell-like abilities protection from evil (always active), dispel evil (3 times per day), continual light (7 times per day), light, bless, and hold person (7 times per day). Lights are immune to all charm, beguiling, geas, quest, sleep, and other mind-affecting spells, trapping spells, and death magic.</p><p></p><p> Lights may only be destroyed on their home plane. If reduced to zero hit points elsewhere, they dissipate and reform on their home plane in one month.</p><p></p><p>Habitat/Society: Lights are created by the powers of the power of the Upper as familiars for good-aligned, high-level worshippers. On rare occasions they serve as companions on quests of limited duration. </p><p></p><p>To request the help of a light aasimon, an adventurer must fast for three days and nights, meditating in total solitude. When the fast ends, the adventurer then bathes in a tub of holy water. The bathing ritual over, the adventurer then casts the spell find familiar (or, in the case of nonwizards, has someone else cast it). If everything is done properly and the subject is worthy, there is a 10% chance (+1% per level above 12th) that the assistance is granted. Paladins about to place themselves in peril in the name of goodness sometimes call for the assistance or a light and, if successful, become a tremendous force against evil.</p><p></p><p>Less than 1,000 lights exist, and therefore one never stays with a master longer than it single mission. If the subject already has a familiar, the light never interferes with that relationship.</p><p></p><p>Ecology: Lights are pure energy and feed on energy from their plane of origin. Some even believe them to be the idea of' good embodied in physical form.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2714312, member: 1241"] Aasimon, Light CLIMATE/TERRAIN: Upper planes or prime FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: None INTELLIGENCE: Very (11-12) TREASURE: Nil ALIGNMENT: Any good NO. APPEARING: 1 ARMOR CLASS: -10 MOVEMENT: Fl 48 (A) HIT DICE: 10 THAC0: 11 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Spell immunity, never surprised, +2 or better weapons to hit MAGIC RESISTANCE: 50% SIZE: S (variable composition) MORALE: Fearless (19-20) XP VALUE: 35,000 Lights are beings of energy that inhabit the upper planes. They appear to be swirling mists of light that seem to shift their shapes constantly. By looking deep into a light one can observe its interior, a chaotic rainbow of colors that changes as rapidly and randomly as the shape of the being. Combat: Lights are champions of good and will readily engage in combat with evil creatures. By coming into contact with an evil creature, a light can make an energy attack that will inflict 1-12 points of damage per hit. This attack will not affect beings of good alignment. Because the attack is a form of energy, nonmagical protection is not considered when determining the armor class of a light's opponent. Any magical protection, including magical armor, is considered, but only the "pluses" of the armor offer protection. For example, if a light is attacking a man in plate mail, + 3, his effective armor class would be 7 (for the + 3) rather than the standard 10. Bracers of defense, AC 4 would remain AC 4. Lights also possess the following spell-like abilities that they can use once per round, one at a time, at will: ? protection from evil, always active ? dispel evil, 3 times per day ? continual light, 7 times per day ? light ? bless ? hold person, 7 times per day These are, of course, in addition to the spell-like abilities common to all aasimon. Lights are immune to all charm, beguiling, geas, quest, sleep, and other mind-affecting spells, trapping spells, and death magic, They are never surprised in combat and are damaged only by + 2 or better magical weapons. No good creature can ever attack a light (they are simply unable to do so without a radical and immediate change of alignment) and neutrals must make a saving throw vs. paralyzation every round they wish to attack or miss. If sorely pressed, a light can attempt to gate in an agathinon. This may only be attempted one time per day and there is a 50% chance of success. Lights may only be destroyed on their home plane. If they are reduced to zero or lower hit points elsewhere, they will dissipate and reform in one month. Habitat/Society: Lights are created by the powers and deities of the upper planes in order to serve as familiars for good-aligned, high-level worshippers, They can, on extremely rare occasions, be granted as companions on quests for a very limited duration. The process of requesting a light is simple. First, the worshipper must fast for three days and nights, meditating in total solitude. When the fasting is over, the worshipper then bathes himself in a tub of holy water. The bath complete, the worshipper then casts the spell find familiar (or has someone else cast it in the case of nonwizards). If everything is done properly and the subject is worthy, there is a 10% chance (+ 1% per level above 12th) of the light being granted. Paladins about to place themselves at peril in the name of goodness often call for the assistance of a light and, if successful. becomes a tremendous force against evil, There are less than 1,000 lights in existence, and therefore one will never stay with a single master for life. Rather, the light will accompany a master on a single mission and then leave when the mission is over. If the subject already has a familiar, the light will not interfere with that relationship whatsoever. Ecology: Lights are pure energy and feed from energy supplied from their plane of origin. They are even believed, by some, to be the substance of good fashioned into a physical form. AASIMON - LIGHT CLIMATE/TERRAIN: Upper planes FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: None INTELLIGENCE: Very (11-12) TREASURE: Nil ALIGNMENT: Any good NO. APPEARING: 1 ARMOR CLASS: -10 MOVEMENT: Fl 48 (A) HIT DICE: 10 THAC0: 11 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Spell immunity, +2 weapons to hit MAGIC RESISTANCE: 50% SIZE: S (variable composition) MORALE: Fearless (19-20) XP VALUE: 10,000 These energy creatures, swirling mists of light that shift shape constantly, are champions of good. Deep inside a light, rainbow colors change rapidly and randomly. Some reports imply that each good-aligned viewer sees in a light a memory of his finest moment in life, whereas evil viewers see the better life they might have led, had they made better choices long ago. These reports remain unconfirmed. Combat: Lights are never surprised in combat and are damaged only by +2 or better magical weapons. Good- or neutral-aligned characters must save vs. paralyzation every round thy attack a light; a failed save means they miss. In contact with an evil creature, a light's energy attack inflicts 1d12 points of damage per hit. This attack does not affect creatures of good alignment. Because the attack is energy, nonmagical protection is not considered when determining the Armor Class of a light's opponent; only the "pluses," of magical armor or other defenses offer protection, regardless of the opponent's alignment. For example, if a light attacks a man in plate mail + 3, his effective Armor Class is 7 (for the +3) rather than the standard 10. Bracers of defense, AC 4 would remain AC 4. In addition to at common to all aasimon, lights also have the spell-like abilities protection from evil (always active), dispel evil (3 times per day), continual light (7 times per day), light, bless, and hold person (7 times per day). Lights are immune to all charm, beguiling, geas, quest, sleep, and other mind-affecting spells, trapping spells, and death magic. Lights may only be destroyed on their home plane. If reduced to zero hit points elsewhere, they dissipate and reform on their home plane in one month. Habitat/Society: Lights are created by the powers of the power of the Upper as familiars for good-aligned, high-level worshippers. On rare occasions they serve as companions on quests of limited duration. To request the help of a light aasimon, an adventurer must fast for three days and nights, meditating in total solitude. When the fast ends, the adventurer then bathes in a tub of holy water. The bathing ritual over, the adventurer then casts the spell find familiar (or, in the case of nonwizards, has someone else cast it). If everything is done properly and the subject is worthy, there is a 10% chance (+1% per level above 12th) that the assistance is granted. Paladins about to place themselves in peril in the name of goodness sometimes call for the assistance or a light and, if successful, become a tremendous force against evil. Less than 1,000 lights exist, and therefore one never stays with a master longer than it single mission. If the subject already has a familiar, the light never interferes with that relationship. Ecology: Lights are pure energy and feed on energy from their plane of origin. Some even believe them to be the idea of' good embodied in physical form. [/QUOTE]
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