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 Dexterity +6, Constitution +9, Wisdom +8, Charisma +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)

Special Traits


  • 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 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.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.

This is not the complete section 15 entry - see the full license for this page