Lammasu | CR 8 |
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Always LG Large Magical Beast Init +1; Senses darkvision 60 ft., low-light vision; Listen +13, Spot +15 Languages Common, Draconic, Celestial |
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AC 20, touch 10, flat-footed 19 hp 59 (7 HD) Fort +8, Ref +8, Will +7 |
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Speed 30 ft., fly 60 ft. (average) Melee 2 claws +12 (1d6+6) Space 10 ft.; Reach 5 ft. Base Atk +7; Grp +17 Atk Options Blind-Fight, pounce, rake 1d6+3 Spell-like Abilities (CL 7): 2/day—greater invisibility (self only) 1/day—dimension door The save DCs are Charisma-based Typical Cleric Spells Prepared (CL 7): 0—detect magic, guidance (2), light, read magic, resistance 1—bless (2), detect evil, divine favor, entropic shield, protection from evil* 2—aid*, bear's endurance, bull's strength, lesser restoration, resist energy 3—daylight, dispel magic, magic circle against evil*, remove curse 4—holy smite*, neutralize poison |
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Abilities Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14 SQ magic circle against evil Feats Blind-Fight, Iron Will, Lightning Reflexes Skills Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15 Advancement 8-10 HD (Large); 11-21 HD (Huge) Level adjustment +5 |
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Magic Circle against Evil (Su) A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.
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.
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. |