Saltar al contenido principal

Lammasu

Column 1LammasuGolden Protector (Celestial Half-Dragon Lammasu)
Large Magical BeastLarge Dragon
Hit Dice:7d10+21 (59 hp)10d12+60 (125 hp)
Initiative:+1+3
Speed:30 ft. (6 squares), fly 60 ft.(average)30 ft. (6 squares), fly 60 ft.(average)
Armor Class:20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 1929 (–1 size, +3 Dex, +14 natural, +2 bracers of armor +2,+1 ring of protection +1), touch 13, flat-footed 26
Base Attack/Grapple:+7/+17+10/+23
Attack:Claw +12 melee (1d6+6)Claw +19 melee (1d6+9)
Full Attack:2 claws +12 melee (1d6+6)Claw +19 melee (1d6+9) and bite +13 melee (1d8+4)
Space/Reach:10 ft./5 ft.10 ft./5 ft.
Special Attacks:Pounce, rake 1d6+3, spellsBreath weapon, pounce, smite evil, rake 1d6+4, spells
Special Qualities:Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilitiesDamage reduction 5/magic, darkvision 60 ft., immunity to fire, *sleep,*and paralysis, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, spell-like abilities, spell resistance 15
Saves:Fort +8, Ref +8, Will +7Fort +13, Ref +12, Will +10
Abilities:Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14Str 28, Dex 17, Con 22, Int 18, Wis 20, Cha 18
Skills:Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15Concentration +19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, Survival +18 (+20 other planes and tracking)
Feats:Blind-Fight, Iron Will, Lightning ReflexesBlind-Fight, Iron Will, Lightning Reflexes, Weapon Focus (claw)
Environment:Temperate desertsA lawful good plane
Organization:SolitarySolitary
Challenge Rating:813
Treasure:StandardStandard
Alignment:Always lawful goodAlways lawful good
Advancement:8–10 HD (Large); 11–21 HD (Huge)11–30 HD (Huge)
Level Adjustment:+5+10

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.)