Lammasu — Winged Guardian of Desert Ruins
Magical Beast · Winged Guardian · Desert Ruins
Lammasu at a Glance
| Creature | Intelligent, winged lion-bodied guardian with a human head |
|---|---|
| Size & Type | Large; Monstrosity in fifth edition, magical beast in Pathfinder 1e and 3.5e |
| Combat Role | Flying defender; protective aura, healing and a pouncing counterattack |
| Campaign Range | Mesopotamian gateways and desert refuges in the Near East |
| Nature | Lawful Good; cautious, protective and proud |
| D&D 2024 | CR 8; protective Emanation, healing magic and a swift charge |
| D&D 2014 | CR 8; protective aura, cleric spells and pounce |
| Pathfinder 1e | CR 8; 94 hp; 7th-level oracle spellcasting |
| D&D 3.5e | CR 8; 59 hp; 7th-level cleric spellcasting |
| Common Haunts | Desert ruins, guarded roads, old gateways and refuge sites |
| Approach | Questions first; protective magic next; claws if a charge is necessary |
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.
What Is Happening Right Now?
In a ruined desert citadel, a lammasu is hiding refugees in a collapsed wing while hunting the raiders who drove them from the road. At dusk, the raiders demand entry with a royal writ and claim that one of the sheltered travellers is a fugitive. The guardian does not recognise their right to take anyone away. It asks the adventurers to examine the seal, question the survivors and decide whether the gate should open.
Appearance and Nature
The lammasu has the strong body and paws of a lion, feathered wings capable of bearing it over a ruin’s broken battlements, and a thoughtful human face. Most are about eight feet long, with the strength to carry a wounded traveller away from danger and the patience to hear a stranger’s case before opening a sanctuary gate.
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. Unlike the sirrush, which guards an appointed sacred threshold, a lammasu may leave its gate to rescue strangers; unlike Anzu, it protects the vulnerable rather than challenging divine decrees.
Behaviour and Signs
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: the lammasu places itself between raiders and their victims, calls down protective magic and makes a decisive charge only when necessary. If threatened by enemy spellcasters, it may turn invisible, rise above a wall or retreat to shelter those who cannot fight.
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.
Lammasu Monster Statistics by Edition
The lammasu’s healing, protective circle, flight and swift charges give it several ways to defend a refuge or endangered traveller.
Lammasu — D&D 2024
Lammasu
Large Monstrosity, Lawful Good
| Armor Class | 17 (natural armour) |
|---|---|
| Hit Points | 168 (16d10 + 80) |
| Speed | 30 ft., Fly 60 ft. |
| Initiative | +1 (11) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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 — D&D 2014
Lammasu
Large monstrosity, lawful good
| Armor Class | 17 (natural armour) |
|---|---|
| Hit Points | 147 (14d10 + 70) |
| Speed | 30 ft., fly 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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
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
| Abilities | Str 23, Dex 12, Con 21, Int 16, Wis 17, Cha 14 |
|---|---|
| Base Attack | Base Atk +9; CMB +16; CMD 27 (31 vs. trip) |
| Feats | Blind-Fight, Eschew MaterialsB, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack |
| Skills | Diplomacy +11, Fly +11, Knowledge (arcana) +12, Perception +15, Sense Motive +12 |
| Languages | Celestial, 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
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
| Abilities | Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14 |
|---|---|
| Skills | Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15 |
| Feats | Blind-Fight, Iron Will, Lightning Reflexes |
| Languages | Common, Draconic, Celestial |
| Environment | Temperate deserts |
| Organization | Solitary |
| Challenge Rating | 8 |
| Treasure | Standard |
| Alignment | Always lawful good |
| Advancement | 8–10 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.
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 guardian relies upon its wings, healing, protective circle and ordinary magic. The stones themselves do not strike at visitors, nor does the refuge conjure attackers from nothing.
Optional Regional Influences
After a lammasu has guarded the same refuge for seven consecutive days, the people and paths around it begin to show signs of protection. These influences remain only while it is present and conscious, and fade within a day of its final departure or death. The outermost signs extend about a mile; the strongest occur around the actual sanctuary. They are not weapons or barriers, and its protective circle remains a separate defence.
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. Travellers who spend ten minutes watching these signs can follow an existing path to the refuge if they successfully read the terrain. Those who lose the signs merely take a slower or harder approach; the paths are neither invisible nor barred to enemies.
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 if the lammasu abandons its refuge or is killed. Destroying a carved waymark, blocking a spring or scattering the sheltered travellers can interrupt local signs, but cannot erase the guardian’s protective presence elsewhere. Dispel Magic can interrupt a particular active spell, not the entire refuge or the lammasu’s nature.
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. They belonged to the royal world in which Aššur was revered; the guardians were not portraits of that god.
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. These monumental guardians show the historical roots of the lammasu’s image. A living winged lion with a human face is a different presence: it chooses whom to shelter, speaks with travellers and can leave its post to protect those in danger.
Historical sources: The Met — Human-headed winged lion (lamassu) · The Met — Human-headed winged bull (lamassu).
Related Guardians and Protective Magic
Guardians and Creature Types
Sphinx — riddles and ancient thresholds · Sirrush — Babylonian dragon-guardian of sacred gates · Anzu — lion-headed storm-bird that challenges divine decrees · Unicorn — sacred territory and protective magic · Greater Lammasu — a more powerful guardian and leader of its kind · Magical Beasts — full creature directory · Bestiary — all monster categories.
Protective Magic and Related Spells
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
- 2024 D&D: original conversion using the 2024 rules and System Reference Document 5.2.1, licensed under CC BY 4.0.
- 2014 D&D: original monster conversion using fifth-edition rules from SRD 5.1, not an official Lammasu stat block.
- Pathfinder 1e: Pathfinder Roleplaying Game Bestiary 3 — Lammasu.
- D&D 3.5e: d20 System Reference Document — Lammasu, Open Game Content under OGL 1.0a.
- Original artwork: Trjames, Wikimedia Commons, CC BY-SA 3.0; credit and original file preserved.
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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