Lammasu

MapTool Token

NameLammasu
Sorted NameLammasu
FamilyLammasu
Size and TypeLarge Magical Beast
Hit Dice Count7
Hit Dice7d10+21 (59 hp)
Random Hit Points7d10+21 - 21
Initiative+1
Speed30 ft. (6 squares), fly 60 ft.(average)
Armor Class20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple+7/+17
Attack

Claw +12 melee (1d6+6)

Full Attack

2 claws +12 melee (1d6+6)

Space/Reach10 ft./5 ft.
Special AttacksPounce, rake 1d6+3, spells
Special Qualities

Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities

SavesFort +8, Ref +8, Will +7
AbilitiesStr 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14
Skills

Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15

Feats

Blind-Fight, Iron Will, Lightning Reflexes

EnvironmentTemperate deserts
Challenge Rating8
Organization

Solitary

TreasureStandard
AlignmentAlways lawful good
Advancement8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment+5
VersionSRD
SourcesSystem Reference Document
Stat_Block

Lammasu; CR 8; Large magical beast; HD 7d10+21; hp 59; Init +1; Spd 30 ft. (6 squares), fly 60 ft.(average); AC 20 (-1 size, +1 dex, +10 natural), touch 10, flat-footed 19; Base Atk +7; Grp +17; Atk +12 melee (1d6+6, claw); Full Atk +12 melee (1d6+6, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake 1d6+3, spells; SQ Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities; AL LG; SV Fort +8, Ref +8, Will +7; Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14

Skills and Feats: Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15; Blind-Fight, Iron Will, Lightning Reflexes

Lammasu

Lammasu
Large Magical Beast
Hit Dice:
7d10+21 (59 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), fly 60 ft.(average)
Armor Class:
20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple:
+7/+17
Attack:
Claw +12 melee (1d6+6)
Full Attack:
2 claws +12 melee (1d6+6)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, rake 1d6+3, spells
Special Qualities:
Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities
Saves:
Fort +8, Ref +8, Will +7
Abilities:
Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14
Skills:
Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15
Feats:
Blind-Fight, Iron Will, Lightning Reflexes
Environment:
Temperate deserts
Organization:
Solitary
Challenge Rating:
8
Treasure:
Standard
Alignment:
Always lawful good
Advancement:
8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment:
+5

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.

Golden Protector

(CELESTIAL HALF-DRAGON LAMMASU)

Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil.

Combat

The golden protector's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half.

Smite Evil (Su): Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent.

Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level): 0-detect magic, guidance (2), light, read magic, resistance; 1st-bless (2), detect evil, divine favor (2), 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-dismissal, holy smite*, neutralize poison.

*Domain spell. Domains: Good and Healing.

Rake (Ex): Attack bonus +19 melee, damage 1d6+4.

Possessions: Bracers of armor +2, ring of protection +1. (Different golden protectors may have different possessions.)

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Claw +12 melee (1d6+6), or 2 claws +12 melee (1d6+6)

feats: BLIND-FIGHT, IRON WILL, LIGHTNING REFLEXES, ,