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Monsters

id66
NameLammasu
SizeAndTypeLarge Magical Beast
HitDice7d10+21 (59)
Initiative+0
Speed30 ft., fly 60 ft. (average)
ArmorClass14 (-1 size, +5 natural)
Attacks2 claws +12 melee
DamageClaw 1d6+6
FaceAndReach5 ft. by 10 ft./ 5 ft.
SpecialAttacksSpells, pounce, rake 1d6+3
SpecialQualitiesMagic circle against evil, spell-likeabilities
Saves_Fort8
Saves_Ref7
Saves_Will7
AbilitiesStr 23, Dex 10, Con 17, Int 16, Wis 17, Cha 14
SkillsConcentration +12, Knowledge (arcana) +12, Listen +8,Sense Motive +12, Spot +8*
FeatsBlind-Fight, Combat Casting, Flyby Attack, Iron Will,Lightning Reflexes
ClimateAndTerrainAny warm land and underground
OrganizationSolitary
ChallengeRating_Value8
TreasureStandard
AlignmentAlways lawful good
Advancement8-10 HD (Large); 11-21 HD (Huge)
Description

Lammasus speak Common, Draconic, and Celestial.

Combat

Spells: A lammasu casts spells as a 7th-level cleric, choosing from any two of the following domains: Good, Healing, Knowledge, and Law. Save DC is 13 + spell level.

Magic Circle against Evil (Su): A lammasu has a continuous magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the lammasu can create it again as a free action on its next turn.

Spell-Like Abilities: 2/day-improved invisibility; 1/day-dimension door. These abilities are as the spells cast by a 7th-level sorcerer.

Pounce (Ex): If a lammasu leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A lammasu that pounces on a creature can make two rake attacks (+12 melee) with its hind legs for 1d6+3 slashing damage each.

Skills: *Lammasus gain a +2 racial bonus to Spot checks during daylight hours.