Lammasu click to see monster

Lammasu Golden Protector (Celestial Half-Dragon Lammasu)
Size/Type: Large Magical Beast Large Dragon (Extraplanar)
Hit Dice: 7d10+21 (59 hp) 10d12+60 (125 hp)
Initiative: +1 +3
Speed: 30 ft. (6 squares), fly 60 ft.(average) 30 ft. (6 squares), fly 60 ft.(average)
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 29 (-1 size, +3 Dex, +14 natural, +2 bracers of armor +2, +1 ring of protection +1), touch 13, flat-footed 26
Base Attack/Grapple: +7/+17 +10/+23
Attack: Claw +12 melee (1d6+6) Claw +19 melee (1d6+9)
Full Attack: 2 claws +12 melee (1d6+6) 2 claws +19 melee (1d6+9) and bite +13 melee (1d8+4)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+3, spells Breath weapon, pounce, smite evil, rake 1d6+4, spells
Special Qualities: Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities Damage reduction 5/magic, darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, spell-like abilities, spell resistance 15
Saves: Fort +8, Ref +8, Will +7 Fort +13, Ref +12, Will +10
Abilities: Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14 Str 28, Dex 17, Con 22, Int 18, Wis 20, Cha 18
Skills: Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15 Concentration +19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, Survival +18 (+20 other planes and tracking)
Feats: Blind-Fight, Iron Will, Lightning Reflexes Blind-Fight, Iron Will, Lightning Reflexes, Weapon Focus (claw)
Environment: Temperate deserts A lawful good plane
Organization: Solitary Solitary
Challenge Rating: 8 13
Treasure: Standard Standard
Alignment: Always lawful good Always lawful good
Advancement: 8-10 HD (Large); 11-21 HD (Huge) 11-30 HD (Huge)
Level Adjustment: +5 +10

A typical lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial.

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.

Golden Protector (Celestial Half-Dragon Lammasu)

Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil.

Combat

The golden protector’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su)

30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half.

Smite Evil (Su)

Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent.

Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level)

0—detect magic, guidance (2), light, read magic, resistance; 1st—bless (2), detect evil, divine favor (2), 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—dismissal, holy smite*, neutralize poison.

*Domain spell. Domains: Good and Healing.

Rake (Ex)

Attack bonus +19 melee, damage 1d6+4.

Possessions

Bracers of armor +2, ring of protection +1. (Different golden protectors may have different possessions.)