Library / Bestiary

Lammasu

CR 8.00 Magical Beast LG Large
This majestic creature has the body of a lion, the wings of an eagle, and the face of a wise human man.

Lammasus are protectors of the weak and ever-vigilant champions against evil. These noble creatures dwell in crumbling desert ruins or other remote areas, where they tirelessly fight against the forces of darkness, hoping to defend those they consider lesser races from the evils that often lurk in such places.

Although most of these winged sentinels prove wise and knowledgeable about those who would seek to do evil in their lands, many races find lammasus arrogant, dismissive, and patronizing, taking umbrage at their superior attitudes and affectations. Such reactions confuse and sometimes insult these highly honorable creatures, who seek only to do good and aid those weaker than themselves. Lammasus who witness members of other races actively combating evil typically prove more sensitive and address such allies as equals. Should good-aligned creatures prove their skill and overcome any differences of attitude they might have with one of these majestic beings, they find a true and noble ally and an invaluable resource for those hoping to defeat evil.

Lammasus are quite parental toward those who join their cause, bringing a lifetime of experience to any struggle. This often makes them stern, but those who know lammasus find them to be extremely caring about those they protect. A lammasu eagerly lays down its own life to protect those in peril if such a sacrifice might win the day. Most lammasus are 8 feet in length and weigh approximately 900 pounds.

STR
23
DEX
12
CON
21
INT
16
WIS
17
CHA
14
HP
94 (9d10+45)
AC
21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)
Speed
30 ft., fly 60 ft. (average)
Init
+5
Melee
2 claws +14 (1d8+6), 2 wings +9 (1d6+3)
Space
10 ft.
Reach
5 ft.
BAB
+9
CMB
+16
CMD
27 (31 vs. trip)
Fort
+11
Ref
+9
Will
+8

pounce

rake (2 claws +14; 1d8+6)

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Eschew Materials from Feat

<p class="stat-block-1"> You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Diplomacy +11, Fly +11, Knowledge (arcana) +12, Perception +15, Sense Motive +12

spell-like abilities:
spells known:
3rd (4/day)—Cure Serious Wounds, 3rd (4/day)—Searing Light, 2nd (7/day)—Cure Moderate Wounds, 2nd (7/day)—Restoration, Lesser, 2nd (7/day)—Resist Energy, 1st (7/day)—Bless, 1st (7/day)—Command, 1st (7/day)—Cure Light Wounds, 1st (7/day)—Detect Evil, 1st (7/day)—Divine Favor, At will—Detect Magic, At will—Detect Poison, At will—Guidance, At will—Mending, At will—Purify Food And Drink, At will—Resistance, At will—Stabilize
Details
Type
Magical Beast
Alignment
LG
Size
Large
Environment
temperate deserts
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., low-light vision; Perception +15
Languages
Celestial, Common
Source
Bestiary 3
Sources Used in This Record
25 House/Core
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Eschew Materials (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimension Door (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Serious Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Searing Light (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Moderate Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Restoration, Lesser (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Resist Energy (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bless (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Command (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Light Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Evil (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Divine Favor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Poison (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Guidance (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mending (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Purify Food And Drink (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Resistance (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stabilize (Spell)
    House/Core — covered by the site's Section 15.
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