This magnificent creature has the head of a human, the body of a lion, and the golden wings of an eagle. It turns and smiles benevolently at all the travelers it meets.

Ancient Protectors. Lamassu are dedicated to battling the forces of evil and protecting sites of historic and religious importance from harm. Most of the time, they inhabit abandoned temples and other ruins in deserts and protect those sites from foul monsters. Kind and compassionate towards humanoids, their regal bearing and archaic turns of phrase can sometimes make them seem aloof and superior.

Adopting a City. A lamassu will sometimes leave its ruins and adopt a humanoid city, simply by nesting in its largest gatehouse and inspecting the people and creatures that pass through the gate. In these situations, a protective lamassu watches for known criminals, offers blessings to the poor, and sometimes demands donations from the wealthy to assist beggars, widows, and orphans. In most cases, this role as a gate lamassu ends after a year and a day, but it can last up to a decade. Watch captains, merchants, and city rulers have attempted flattery, bribery, and carefully-worded proclamations but nothing seems to dissuade a city lamassu.

Immortal Nature. A lamassu doesn’t require food, drink, or sleep.


Large celestial, lawful good
Armor Class 17 (natural armor)
Hit Points 147 (14d10 + 70)
Speed 30 ft., fly 60 ft.
18 (+4) 14 (+2) 20 (+5) 17 (+3) 18 (+4) 16 (+3)

Saving Throws Dex +6, Con +9, Wis +8, Cha +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:
At will: detect evil and good, mage hand, magic circle, sacred flame, unseen servant
3/day each: bless, calm emotions, command, dimension door, invisibility, thunderwave
1/day each: banishment, flame strike, glyph of warding


Multiattack. The lamassu makes two attacks with its claws.

Claw. Melee 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.

This wiki is not published, endorsed, or specifically approved by Kobold Press.
Content covered under the Open Game License 1.0a