LammasuCR 8

Always LG Large Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision; Listen +13, Spot +15

Languages Common, Draconic, Celestial

AC 20, touch 10, flat-footed 19
(−1 size, +1 Dex, +10 natural)

hp 59 (7 HD)

Fort +8, Ref +8, Will +7

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

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

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.