Armor Class
10
Hit Points
5
(1d8 + 1)
Speed
30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
12
(+1)
INT
10
(+0)
WIS
12
(+1)
CHA
14
(+2)
Damage Resistances
Necrotic, Radiant
Senses
Darkvision 60 ft., Passive Perception 11
Languages
Celestial, Common
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Actions
Mace. Weapon Attack: +2 to hit, reach 5 ft. Hit: 3 (1d6) Bludgeoning damage.
Healing Hands (1/Day). When the aasimar touches a creature, the creature regains 6 (2d4 + 2) hit points.
Spellcasting. The aasimar's spellcasting ability is Charisma (spell save DC 12). It can cast the following spells, requiring no material components:
At Will. light, thaumaturgy
I like the idea that some random commoner is carrying a full on mace everywhere they go