LAMMASU – 5e stats

Large celestial, lawful good

Armor Class 17 (natural armor)
Hit Points 147 (14d10 + 70)
Speed 30 ft., fly 60 ft.

STRDEXCONINTWISCHA
18 (+4)14 (+2)20 (+5)17 (+3)18 (+4)16 (+3)

Saving Throws Dexterity +6, Constitution +9, Wisdom +8, 
Charisma +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:

ACTIONS

  • Multiattack. The lamassu makes two attacks with its claws.
  • ClawMelee 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.

DESCRIPTION

The lammasu, a winged leonine figure with a human head, aids and protects lawful good persons. They are generally kind and friendly to all good creatures. Lammasu resemble golden-brown lions with the wings of eagles and the heads of men with shaggy hair and beards.

Their formidable appearance is softened by their regal, compassionate, and beneficent expressions. They communicate in their own tongue, in common, and through a limited form of telepathy.

HABITAT / SOCIETY

The lammasu have a very structured and lawful society, reflecting their alignment. They are organized in prides, just like lions. They dwell in old, abandoned temples situated in warm regions. These temples have not lost their consecration, and in some way, the lammasu are the self-appointed resident guardians of these high and holy places.

As a rule, only one pride of lammasu is ever found in a 25-mile area; they spread themselves out so they can respond quickly to any evil outburst.

Lammasu females fight as effectively as the males; for every four lammasu encountered, one is a female. When found in their lair, there are young equal to 25% of the adult population. Female lammasu have the heads of women, with long, hair.

Once a month, the pride leaders gather together to consort about how the war on evil goes. This grouping is called the Whitemoon, since it takes place on the first night of the full moon. There are usually 6d6 lammasu and 2d4 greater lammasu, with the latter presiding over the meeting.

Such a gathering of lawful good causes the entire temple where they meet to glow in a pure light, until it breaks up at dawn. There is perhaps no safer place in all the world that night.

Though they dwell in warm areas, they occasionally visit every clime. They speak their own tongue as well as common. At times they use telepathy. Good-aligned strangers are always well received. Neutrals are watched carefully, but are treated politely unless the outsiders begin causing trouble.

Evil beings are firmly asked to leave, and if they fail to do so, they are attacked by the pride. In case of trouble, there is a cumulative 10% chance per turn that a neighboring pride picks up a telepathic summons and come to help out the original pride. Lammasu harbor an especially strong dislike for lamias and manticores.

Some foolish people confuse lammasu for manticores, which does little to improve the lammasu disposition toward them.

ECOLOGY

Lammasu keep the wastelands from being completely overrun by evil creatures. Their aid to frontier settlements is beyond measurable value.

Lammasu is employed as material component to empower the following spells: