osric

osric
FrequencyRare
Number appearing1d8
Armor class6
Move120-ft; 240-ft flying (AA:III)
Hit dice7+7
% in lair25%
Treasure type2d4×1,000 gp (45%), 1d8×100 pp (60%), 4d8 gems (50%), 2d6 jewellery (40%), 2d4 potions (40%), 1 misc. magic (20%)
Damage per attack1d6+1/1d6+1
Special attacksSee below
Special defensesSee below
Magic resistance30%
IntelligenceGenius
AlignmentLawful good
SizeLarge

Champions of all that is good and just, lammasu have quadrupedal bodies the size and shape of the largest of lions, fully-functional feathered wings, and a human head bearing the kindly visage of a bearded wise man.

Lammasu are the guardians and protectors of all lawful good persons and have a friendly disposition to all good-aligned creatures they encounter. Lammasu tend to lair in warm climates but travel widely and can thus be encountered anywhere.

Lammasu prefer to advise and support the forces of good if at all possible but are formidable opponents in battle. In fact, it is almost impossible to press a lammasu into combat against its will due to its ability to dimension door and become invisible at will. In combat lammasu claw with their two powerful front legs for 1d6+1 points of damage apiece, and they also defend themselves with a variety of spells and spell-like abilities.

Lammasu can communicate in their own tongue, the alignment language of lawful good creatures, and also through telepathy.

Special Abilities

Protection from Evil — Constantly surrounded by an extra strength protection from evil, 10-ft radius (-2 to attack, +2 on saving throws from attacking evil creatures).

Cleric Spells — Can cast cleric spells of up to 4th level as an 8th level cleric does. Spell list: 4—1st level, 3—2nd level, 2—3rd level, 1—4th level.

Enhanced Healing — Lammasu cast cure light wounds and cure serious wounds at double normal efficacy (2d8 hp and 4d8+2 hp respectively).

Holy Word — 20% of these creatures can also speak a holy word at will.

Dimension Door — Can dimension door at will. When flying, can dimension door at any time away from an flying opponent's path of attack.

Invisibility — Can become invisible at will.

Aerial Combat — When flying, they can use their claw attacks if forced into battle. They are difficult to hit in return because they can dimension door at any time away from an flying opponent's path of attack.

Telepathy — Can communicate through telepathy.

Source: OSRIC. Attribution: Stuart Marshall, with Matthew J. Finch / Black Blade Publishing. License: OGL-1.0a.