Lammasu — Winged Guardian of Desert Ruins

A winged lion-bodied Lammasu with the stern face of a crowned guardian keeping watch over a desert city at sunset
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Magical Beast · Winged Guardian · Desert Ruins

Lammasu at a Glance

CreatureIntelligent, winged lion-bodied guardian with a human head
Size & TypeLarge; Monstrosity in fifth edition, magical beast in Pathfinder 1e and 3.5e
Combat RoleFlying defender; protective aura, healing and a pouncing counterattack
Campaign RangeMesopotamian gateways and desert refuges in the Near East
NatureLawful Good; cautious, protective and proud
2024 / 5.5eCR 8 — original fifth-edition conversion
2014 / 5eCR 8 — original fifth-edition conversion
Pathfinder 1eCR 8; 94 hp; 7th-level oracle spellcasting
D&D 3.5eCR 8; 59 hp; 7th-level cleric spellcasting
Common HauntsDesert ruins, guarded roads, old gateways and refuge sites
ApproachQuestions first; protective magic next; claws if a charge is necessary

Lammasu Monster Statistics by Edition

Select the rules for your game. Pathfinder 1e and D&D 3.5e reproduce their own published creatures; the two fifth-edition panels are new, separately labelled conversions.

Lammasu — 5.5e / 2024

Rules status: original 2024-compatible conversion, not an official SRD Lammasu.

Lammasu

Large Monstrosity, Lawful Good

Armor Class17 (natural armour)
Hit Points168 (16d10 + 80)
Speed30 ft., Fly 60 ft.
Initiative+1 (11)
STRDEXCONINTWISCHA
23 (+6)12 (+1)21 (+5)16 (+3)17 (+3)14 (+2)

Saving Throws Con +8, Wis +6, Cha +5
Skills Arcana +6, Insight +9, Perception +9, Persuasion +5
Senses Darkvision 60 ft.; Passive Perception 19
Languages Celestial, Common, Draconic
Challenge 8 (3,900 XP; PB +3)

Traits

Guardian’s Circle. A 20-foot Emanation moves with the lammasu. The lammasu and its allies in the Emanation have Advantage on saving throws to avoid or end the Charmed or Frightened condition. A Fiend or Undead that makes an attack against a creature in the Emanation has Disadvantage on the attack roll. This effect ends while the lammasu has the Incapacitated condition.

Flyby Protection. The lammasu can fly over a creature it is protecting without provoking an Opportunity Attack from an enemy it has attacked this turn.

Spellcasting. The lammasu casts one of these spells, using Wisdom as its spellcasting ability (spell save DC 14, +6 to hit with spell attacks) and requiring no Material components: At will: Guidance, Light, Thaumaturgy; 3/day each: Bless, Cure Wounds (level 2), Lesser Restoration; 2/day each: Dispel Magic, Greater Invisibility (self only); 1/day each: Dimension Door, Death Ward.

Actions

Multiattack. The lammasu makes two Claw attacks and one Wing attack.

Claw. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d8 + 6) Slashing damage.

Wing. Melee Attack Roll: +9, reach 5 ft. Hit: 13 (2d6 + 6) Bludgeoning damage.

Pounce (Recharge 5–6). The lammasu moves at least 20 feet straight toward a Large or smaller creature, then makes a Claw attack against it as part of this action. On a hit, the target makes a DC 17 Strength saving throw, falling Prone on a failed save. If it falls Prone, the lammasu can make a Rake attack against that target.

Rake. Melee Attack Roll: +9, reach 5 ft., one Prone creature. Hit: 15 (2d8 + 6) Slashing damage.

Reaction

Sheltering Wing (2/Day). Trigger: A creature within 10 feet of the lammasu takes damage from an attack. Response: The lammasu spreads a wing to intercept part of the blow, reducing that damage by 13 (3d8).

Defending the Refuge. The lammasu combines mobile attacks, magical aid and a protective circle. It makes its stand between a threatened creature and its pursuers, then changes position or uses restorative magic as circumstances demand.

Lammasu — 5e / 2014

Rules status: original 2014 fifth-edition conversion informed by the older Lammasu, not an official published 5e stat block.

Lammasu

Large monstrosity, lawful good

Armor Class17 (natural armour)
Hit Points147 (14d10 + 70)
Speed30 ft., fly 60 ft.
STRDEXCONINTWISCHA
23 (+6)12 (+1)21 (+5)16 (+3)17 (+3)14 (+2)

Saving Throws Con +8, Wis +6
Skills Insight +9, Perception +9, Religion +6
Senses darkvision 60 ft., passive Perception 19
Languages Celestial, Common, Draconic
Challenge 8 (3,900 XP; proficiency bonus +3)

Traits

Circle of Protection. The lammasu radiates a 20-foot protective aura. The lammasu and friendly creatures in the aura have advantage on saving throws against being charmed or frightened by fiends and undead; attacks by fiends and undead against creatures in the aura have disadvantage. The aura is suppressed while the lammasu is incapacitated.

Spellcasting. The lammasu is a 7th-level cleric spellcaster (Wisdom; spell save DC 14, +6 to hit with spell attacks) and requires no material components. It has the following spells prepared: Cantrips (at will): guidance, light, sacred flame, thaumaturgy; 1st level (4 slots): bless, cure wounds, detect evil and good, shield of faith; 2nd level (3 slots): aid, lesser restoration, prayer of healing; 3rd level (3 slots): daylight, dispel magic, remove curse; 4th level (1 slot): death ward.

Innate Magic. The lammasu can cast greater invisibility on itself twice per day and dimension door once per day, without expending a spell slot or material components.

Actions

Multiattack. The lammasu makes two claw attacks and one wing attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Wing. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Pounce. If the lammasu moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, the target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the lammasu can make one rake attack against it as a bonus action.

Rake. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone target. Hit: 15 (2d8 + 6) slashing damage.

Defending the Refuge. The 2014 lammasu prepares cleric spells and spends spell slots when casting them. Use bless or aid when defending companions, and reserve dispel magic for hostile magic that threatens the refuge.

Lammasu — Pathfinder 1e

Rules status: published Pathfinder Roleplaying Game Bestiary 3, CR 8; original game statistics preserved.

Lammasu CR 8

XP 4,800
LG Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15
Aura magic circle against evil (20 ft.)

Defense

AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
hp 94 (9d10+45)
Fort +11, Ref +9, Will +8

Offense

Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +14 (1d8+6), 2 wings +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +14; 1d8+6)

Spell-Like Abilities (CL 9th; concentration +11)
3/day—greater invisibility
1/day—dimension door

Spells Known (CL 7th; concentration +9)
3rd (4/day)—cure serious wounds, searing light
2nd (7/day)—cure moderate wounds, lesser restoration, resist energy
1st (7/day)—bless, command (DC 13), cure light wounds, detect evil, divine favor
0 (at will)—detect magic, detect poison, guidance, mending, purify food and drink, resistance, stabilize

Statistics

AbilitiesStr 23, Dex 12, Con 21, Int 16, Wis 17, Cha 14
Base AttackBase Atk +9; CMB +16; CMD 27 (31 vs. trip)
FeatsBlind-Fight, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
SkillsDiplomacy +11, Fly +11, Knowledge (arcana) +12, Perception +15, Sense Motive +12
LanguagesCelestial, Common

Ecology

Environment temperate deserts
Organization solitary
Treasure standard

Special Abilities

Spells. A lammasu casts spells as a 7th-level oracle but does not receive other oracle class features. It ignores divine focus material components for its spells.

Pounce and Rake. Use the Pathfinder universal monster abilities; on a charge the lammasu can make a full attack, including its two rake attacks, as applicable.

Pathfinder source: Paizo’s Bestiary 3 Lammasu reference.

Lammasu — D&D 3.5e

Rules status: original D&D 3.5 SRD Lammasu; distinct from the Pathfinder oracle spellcaster.

Lammasu CR 8

LG Large magical beast
Hit Dice 7d10+21 (59 hp)
Initiative +1
Speed 30 ft. (6 squares), fly 60 ft. (average)

Armor Class 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple +7/+17
Attack claw +12 melee (1d6+6)
Full Attack 2 claws +12 melee (1d6+6)
Space/Reach 10 ft./5 ft.

Special Attacks pounce, rake 1d6+3, spells
Special Qualities darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities
Saves Fort +8, Ref +8, Will +7

AbilitiesStr 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14
SkillsConcentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15
FeatsBlind-Fight, Iron Will, Lightning Reflexes
LanguagesCommon, Draconic, Celestial
EnvironmentTemperate deserts
OrganizationSolitary
Challenge Rating8
TreasureStandard
AlignmentAlways lawful good
Advancement8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment+5

Special Abilities

Magic Circle against Evil (Su). A continuous magic circle against evil affects a 20-foot radius around the lammasu.

Spell-Like Abilities (Sp). 2/day—greater invisibility (self only); 1/day—dimension door. Caster level 7th.

Pounce (Ex). On a charge, the lammasu makes a full attack, including two rake attacks.

Rake (Ex). +12 melee (1d6+3) for each rake attack.

Spells. Casts as a 7th-level cleric; choose from the cleric spell list and two of Good, Healing, Knowledge or Law domains. Example preparation (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. The example domains are Good and Healing.

Skills. Lammasus gain a +2 racial bonus on Spot checks; this is included in the statistics above.

3.5e source: D&D 3.5 SRD — Lammasu. The separate Golden Protector is a distinct CR 13 celestial half-dragon variant and is not folded into this base creature.

A lammasu is a winged, lion-bodied guardian with the face of a wise human. It watches over vulnerable travellers, forgotten desert sanctuaries and the gates of ruins that still shelter the living. Its protection is offered freely—but the creature expects courage and honest dealings from those who seek its aid.

Appearance and Nature

The lammasu has the great body and talons of a lion, feathered wings capable of bearing it over a ruin’s broken battlements, and a thoughtful human face. The ordinary lammasu is about eight feet long. Pathfinder describes the creature as weighing roughly 900 pounds; the 3.5e SRD’s example is approximately 500 pounds. The creature’s stated weight follows the edition being used.

Lammasus regard the protection of threatened people as a duty. They speak with the certainty of ancient sentinels, sometimes sounding patronising to those who have already fought hard to survive. When adventurers prove brave and compassionate, a lammasu often shifts from commanding elder to steadfast ally.

Behaviour and Signs

What it is doing now. The lammasu is hiding refugees in a collapsed wing of a desert citadel while tracing a band of raiders to a sealed gate in the outer wall.

Signs of its presence. Large claw marks in windblown sand, feathers caught high in stonework, a place where injured travellers have been tended, and a strange absence of pursuers near an old threshold.

Who it protects. A caravan stranded by drought, a scholar carrying a dangerous inscription, an injured enemy who has surrendered, or villagers sheltering behind walls abandoned by their rulers.

What angers it. Violence against the helpless, calculated falsehood in pursuit of sanctuary, or the deliberate destruction of a refuge entrusted to its keeping.

What it will bargain for. A safe route for noncombatants, proof that an accused fugitive is not guilty, a stolen historical tablet, or help closing an ancient passage below the city.

If Violence Starts

Before a fight: the lammasu warns intruders and offers a chance to retreat or explain their presence. If battle becomes unavoidable, it defends a person or place, rather than pursuing fleeing foes for sport.

Opening turns: a fifth-edition guardian uses its protective circle to shield others, then commits to a charge against a raider threatening a vulnerable creature. The Pathfinder creature may use greater invisibility or its oracle spells before closing; the 3.5e version prepares cleric protections and uses its distinct 7th-level spell list.

Defeating it without killing it: draw it away from the sanctuary, demonstrate that the supposed victim is deceiving it, negotiate safe passage for those under its protection, or force it to choose between stopping the adventurers and saving those it protects. A lammasu may accept surrender.

Edition Differences. The Pathfinder lammasu has 94 hp and oracle spellcasting; the 3.5e creature has 59 hp and cleric spellcasting. Pounce, spellcasting and protective auras follow the rules in the chosen edition’s panel.

Habitat, Lair and Regional Influences

A lammasu’s refuge is usually a desert watchtower, ruined gateway or sheltered court where travellers find shade and protection. It selects approaches that allow it to see strangers before they reach those under its care.

The Lammasu’s Lair

The lair may contain an elevated lookout, a shaded drinking pool, worn guardian reliefs and chambers where noncombatants can shelter. The ordinary CR 8 lammasu has no official lair actions or legendary actions in Pathfinder 1e or D&D 3.5e. The 2024 and 2014 conversions likewise gain no free initiative-count actions.

Optional Regional Influences

Rules status. These are original, optional campaign effects—not abilities from the Pathfinder 1e Bestiary 3, the D&D 3.5e SRD or either fifth-edition monster conversion. A lammasu creates them only after dwelling at a chosen refuge for at least seven consecutive days. They operate while the guardian remains there and is conscious, and fade within 24 hours after it leaves permanently or dies. Their default reach is 1 mile; specific influences below have smaller boundaries. They do not raise the creature’s Challenge Rating, provide extra attacks, or replace its printed Magic Circle Against Evil.

Waymarks of Mercy (within 1 mile). In the evening wind, stone dust briefly settles into the shape of a wing, and birds gather above sheltered routes. A traveller who spends 10 minutes following these signs can attempt a DC 13 Wisdom (Survival) check in fifth edition, or a DC 13 Survival check in Pathfinder 1e or 3.5e, to find an existing safe path towards the refuge. Failure may cost time or lead to a difficult approach; it does not create an impassable magical barrier. The paths remain available to enemies capable of finding them by other means.

Unspoiled Sanctuary (within 300 feet). Water drawn from an existing protected pool stays cool, shaded chambers remain free of blowing grit, and ordinary food stored by those under the lammasu’s protection spoils unusually slowly. These effects improve shelter, not Hit Points, rest recovery or protection against extreme temperatures outside the sanctuary. Drought can still empty a spring, and invaders can still seize or poison supplies.

The Oath’s Echo (within 300 feet). When someone deliberately breaks a promise made at the guardian’s gate to protect a guest or respect sanctuary, nearby carved feathers tremble and a low stone note sounds within 60 feet. This reveals that a sanctuary oath has been broken; it does not identify the culprit, compel truth, detect every lie, or impose a penalty. Adventurers can investigate the broken promise and the meaning of the warning.

Ending the influences. The signs disappear when the guardian abandons its refuge or is killed. They may be interrupted locally by destroying the relevant carving, closing a water source, or disrupting the refuge. The lammasu’s ordinary 20-foot protective aura continues to follow the edition-specific stat block, including its normal counters and limitations. Dispel Magic can affect actual spells or effects according to the chosen edition, but does not automatically demolish the entire regional sanctuary.

Encounters

The Gate of Refuge (social). A weary messenger arrives at the guardian’s ruined gate carrying a sealed writ ordering the return of a wanted prisoner. The lammasu will not betray someone under its protection without hearing a better account of the crime.

Ambush Above the Salt Road (combat). Bandits attack a slow-moving caravan beneath a rocky pass. A lammasu descends to shield the wounded while the characters decide whether to drive off the attackers or rescue travellers trapped by a fallen wagon.

The Lying Tablet (investigation). A recovered inscription seems to prove that a gate should never be opened, but the text has been deliberately altered. The creature knows the gate’s history, but only the party can find who forged the warning.

Adventure Hooks

  • The lammasu has sheltered a noble’s missing heir, but the heir refuses to return and knows why their guardian was murdered.
  • A caravan reports a winged beast stealing food at night; the lammasu has been feeding children hiding beneath the city’s foundations.
  • Two old guardians disagree over whether a dangerous prisoner may receive sanctuary, and neither will surrender its oath.
  • Someone is carving new protective symbols over an ancient gateway; each alteration weakens a seal beneath it.

Mythical and Historical Context

In ancient Assyria, colossal protective guardians stood beside palace gateways. Some were winged, human-headed lions; others were winged bulls. The sculptors gave many of these monumental stone beings five legs: from the front they seem at rest, while from the side they appear to stride forward. The statues symbolised protection and royal authority rather than presenting a living species with a fixed anatomy.

The Metropolitan Museum of Art preserves a winged lion and a winged bull from the palace of Ashurnasirpal II at Nimrud, dating to approximately 883–859 BCE. The Pathfinder lammasu is a later fantasy interpretation: a lion-bodied creature with an eagle’s wings, a wise human face and the protective temperament of a living guardian. Neither creature’s gaming statistics nor its oracle or cleric spells are historical claims.

Historical sources: The Met — Human-headed winged lion (lamassu) · The Met — Human-headed winged bull (lamassu).

Photograph of an Assyrian human-headed winged bull statue from Khorsabad
Assyrian winged guardian from Khorsabad. Edited photograph by Trjames, CC BY-SA 3.0. Select to enlarge.

Guardians and Creature Types

Sphinx — riddles and ancient thresholds · Unicorn — sacred territory and protective magic · Magical Beasts — full creature directory · Bestiary — all monster categories.

Magic Named in the Lammasu’s Statistics

Magic Circle Against Evil — legacy protective aura · Protection From Evil — how the circle protects its allies · Greater Invisibility — fighting while unseen · Dimension Door — escape and repositioning · Cure Serious Wounds — Pathfinder healing · Bless — aid in battle · Dispel Magic — wards and counterplay · Hallow — a different, location-bound sanctuary effect.

Published Original Monster Sources

Pathfinder 1e Bestiary 3 — Lammasu, CR 8 · D&D 3.5e SRD — Lammasu and Golden Protector. The CR 13 Golden Protector is a separate creature; its breath weapon does not belong to the ordinary CR 8 guardian.

Sources and Licensing

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

D&D 3.5 System Reference Document, © 2000–2003 Wizards of the Coast, Inc. Open Game Content used according to Open Game License v1.0a. The two fifth-edition stat blocks and their special abilities are original conversions.

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