Aasimar (CR 1/2)
AC: 16 (+4 scale, +2 heavy shield), touch 10, flat-footed 16
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +0, Will +0
Speed: 30 ft. (20 ft. in scale mail)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Longsword +2 melee; or light crossbow +1 ranged
Full Attack: Longsword +2 melee; or light crossbow +1 ranged
Damage: Longsword 1d8+1/19-20; light crossbow 1d8/19-20
Special Attacks/Actions: Daylight
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10
Special Qualities: Acid, cold, and electricity resistance 5
Feats: Improved Initiative
Skills: Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, and Spot +3
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or team (2-4)
Light (Sp): Aasimars can use light once per day as cast by a sorcerer of 1st Level or their character level, whichever is higher.
Skills: Aasimars receive a +2 racial bonus to Spot and Listening checks.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.