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
STR
18
+4
DEX
14
+2
CON
20
+5
INT
17
+3
WIS
18
+4
CHA
16
+3

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

Other data

description