Lammasu
Large Magical Beast — CR 8
Lammasu is a D&D 3.5 monster from MM, p. 165. CR 8, HD 7d10+21 (59 hp).
- Hit Dice
- 7d10+21 (59 hp)
- Initiative
- +1
- Speed
- Land 30 ft
- Armor Class
- 20, touch 10, flat-footed 19
- Base Attack / Grapple
- +7/+17
- Attack
- Claw +12 melee (1d6+6)
- Full Attack
- 2 claws +12 melee (1d6+6)
- STR
- 23
- DEX
- 12
- CON
- 17
- INT
- 16
- WIS
- 17
- CHA
- 14
- Fort / Ref / Will
- +8 / +8 / +7
- Challenge Rating
- 8
- Alignment
- Always Lawful-Good
- Organization
- Solitary
- Treasure
- Standard
- Environment
- Deserts
- Level Adjustment
- +5
- Caster Level
- 7
Special Abilities
Feats
This creature has the golden-brown body of a lion, the wings of a giant eagle, and the face of a human.
Description
Lammasus are noble creatures that are concerned with the welfare and safety of all good beings. These creatures dwell most often in old, abandoned temples and ruins located in remote areas, where they contemplate how best to combat the influence of evil in the world. Adventurers sometimes seek them out to gain the benefit of their wisdom and their knowledge of ancient mysteries. Lammasus receive good beings and creatures cordially and usually offer assistance if the visitor is directly combating evil. They tolerate neutral beings but watch them carefully. They do not tolerate the presence of evil beings, attacking them on sight. The demeanor of a lammasu is noble and stern, but these creatures can be quite compassionate. A typical lammasu is about 8 feet long and weighs about 500 pounds.
Lammasus speak Common, Draconic, and Celestial.
Combat
A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil.
Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.
Typical Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level): 0—detect magic, guidance (2), light, read magic, resistance; 1st—bless (2), detect evil, divine favor, entropic shield, protection from evil; 2nd—aid, bear’s endurance, bull’s strength, lesser restoration, resist energy; 3rd—daylight, dispel magic, magic circle against evil, remove curse; 4th—holy smite, neutralize poison.
*Domain spell. Domains: Good and Healing.
Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.
Spell-Like Abilities: 2/day—greater invisibility (self only); 1/day—dimension door. Caster level 7th.
Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Lammasus have a +2 racial bonus on Spot checks.