Lamassu
Creature Codex (3pp) p. 247
- Size
- Large
- Type
- celestial
- Alignment
- Good Lawful
- AC
- 17 (natural armor)
- Hit Points
- 147 (14d10+70)
- Speed
- walk 30 ft., fly 60 ft.
- Saving Throws
- Dex +6, Con +9, Wis +8, Cha +7
- Skills
- Arcana +7, History +7, Insight +8, Perception +8
- Resistances
- radiant; bludgeoning, piercing, slashing from nonmagical weapons
- Condition Immunities
- charmed, exhaustion, frightened
- Senses
- truesight 60 ft.
- Passive Perception
- 18
- Languages
- All, telepathy 120 ft.
- Challenge
- 10
- Environment
- coastal
Traits
Magic Resistance
The lamassu has advantage on saving throws against spells and other magical effects.
Magic Weapons
The lamassu's weapon attacks are magical.
Pounce
If the lamassu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the lamassu can make one claw attack against it as a bonus action.
Innate Spellcasting
The lamassu's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: detect evil and good, mage hand, magic circle, sacred flame, unseen servant
- 3/day each: bless, calm emotions, command, dimension door, invisibility, thunderwave
- 1/day each: banishment, flame strike, glyph of warding
Actions
Multiattack
The lamassu makes two attacks with its claws.
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) radiant damage.
Healing Touch (3/Day)
The lamassu touches a creature.
The target magically regains 22 (5d8) hp and is cured of any curses or diseases and of any poisoned, blinded, or deafened conditions afflicting it.
recharge
3/DAY
Legendary Actions
Legendary Actions (4/Turn)
The celestial can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.
recharge
4/TURN
Options
The lamassu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lamassu regains spent legendary actions at the start of its turn.
Detect
The lamassu makes a Wisdom (Perception) check.
Claw Attack
The lamassu makes one claw attack.
Wing Attack (Costs 2 Actions)
The lamassu beats its wings.
Each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The lamassu can then fly up to its flying speed.
Spells
detect evil and good, mage hand, magic circle, sacred flame, unseen servant, bless, calm emotions, command, dimension door, invisibility, thunderwave, banishment, flame strike, glyph of warding