D20:Lammasu Creature
[top]LAMMASU
Large (Magical Beast) CR 8 | ||
---|---|---|
HP 59, hd7d10+21 Initiative +1AC 20 (?1 size, +1 Dex, +10 natural), touch 10, flat-fooded 19 Fort +8, Ref +8, Will +7 Speed 30 ft. (6 squares), fly 60 ft.(average) Spot , Listen | ||
Standard attacks BAB +7, Grapple +17 | ||
Attacks | ||
Full attack: 2 claws +12 melee (1d6+6) | ||
Special Attacks/Qualities | ||
Pounce, rake 1d6+3, spells | ||
Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities | ||
Skills Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15 | ||
Feats Blind Fight, Iron Will, Lightning Reflexes | ||
Str 23 Con 17 Dex 12 Int 16 Wis 17 Cha 14 | ||
Alignment Always lawful good, Environment Temperate deserts, Organisation Solitary |
A typical lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial.
[top]COMBAT
A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil.
Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.
Typical Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level): 0?detect magic, guidance (2), light, read magic, resistance; 1st?bless (2), detect evil, divine favor, entropic shield, protection from evil*; 2nd? 'aid'*, bear?s endurance, bull?s strength, lesser restoration, resist energy; 3rd?daylight, dispel magic, magic circle against evil*, remove curse; 4th?holy smite*, neutralize poison.
*Domain spell. Domains: Good and Healing.
Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.
Spell-Like Abilities: 2/day?greater invisibility (self only); 1/day?dimension door. Caster level 7th.
Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Lammasus have a +2 racial bonus on Spot checks.
See Also: Golden Protector
SEE WIKIPEDIA ENTRY: Lammasu
System Reference Document -> List of Creatures (SRD)
Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.
Typical Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level): 0?detect magic, guidance (2), light, read magic, resistance; 1st?bless (2), detect evil, divine favor, entropic shield, protection from evil*; 2nd? 'aid'*, bear?s endurance, bull?s strength, lesser restoration, resist energy; 3rd?daylight, dispel magic, magic circle against evil*, remove curse; 4th?holy smite*, neutralize poison.
*Domain spell. Domains: Good and Healing.
Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.
Spell-Like Abilities: 2/day?greater invisibility (self only); 1/day?dimension door. Caster level 7th.
Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Lammasus have a +2 racial bonus on Spot checks.
See Also: Golden Protector
SEE WIKIPEDIA ENTRY: Lammasu
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Cohort | CR8 | Creature | D20 | Desert Terrain | Good Alignment | LA5 | Large Size | Lawful Alignment | Magical Beast Type | SRD | Temperate Climate
Created by Last edited by , 10-23-2011 at 12:02 PM 0 Comments, 7,832 Views |
, 05-20-2007 at 10:42 AM
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