Stats presented are for a hatchling Sentran dragon. As the dragon ages, they gain abilities and increases in stats. The path of the dragon depends on their rider and themselves, with most becoming sorcerers but also being able to use magic found in other classes, such as druids, paladins, or bards.
Philippe Alan Ramsey CR 12
XP 25,600
Aasimar cleric 1
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5
Defense
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5
Offense
Speed 30 ft. (20 ft. in armor)
Melee heavy mace –1 (1d8–1)
Ranged light crossbow +0 (1d8/19–20)
Special Attacks channel positive energy (5/day, 1d6, DC 12); rebuke death (1d4+1, 6/day); touch of good (6/day)
Spell-Like Abilities (CL 1st)
1/day—daylight
Spells Prepared (CL 1st)
1st—bless, command (DC 14), protection from evil
0 (at will)—detect magic, guidance, stabilize
D domain spell; Domains Good, Healing
Statistics
Str 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14
Base Atk +0; CMB –1; CMD 9
Feats Turn Undead
Skills Diplomacy +8, Heal +7, Knowledge (religion) +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic
Ecology
Environment any land
Organization solitary, pair, or team (3–6)
Treasure NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)
Aasimars are humans with a signif icant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos.