Lamassu

Lamassu

Large celestial, lawful good
  • Armor Class 17 (natural armor)
  • Hit Points 147 (14d10+70)
  • Speed 30 ft., fly 60 ft.
  • STR
    18 (+4)
  • DEX
    14 (+2)
  • CON
    20 (+5)
  • INT
    17 (+3)
  • WIS
    18 (+4)
  • CHA
    16 (+3)
  • Saving Throws Dex +6, Con +9, Wis +8, Cha +7
  • Skills Arcana +7, History +7, Insight +8, Perception +8
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 60 ft., passive Perception 18
  • Languages all, telepathy 120 ft.
  • Challenge 10 (5,900 XP)
  • 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.

Legendary Actions

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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.