Lamassu | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Planeshift Tarkir

Lamassu CR: 11

Large celestial, any
Armor Class: 17 (natural armor)
Hit Points: 136 (16d10 + 48) 16d10+48
Speed: 40 ft , fly: 60 ft

STR

18 +4

DEX

15 +2

CON

16 +3

INT

18 +4

WIS

17 +3

CHA

13 +1

Skills: Arcana +12, History +12, Perception +7, Religion +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, frightened
Senses: truesight 120 ft., passive Perception 17
Languages: all, telepathy 120 ft.
Challenge Rating: 11

Spellcasting. The lamassu casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):

  • At will: detect magic, light, thaumaturgy
  • 3/day each: command, counterspell, healing word, sanctuary
  • 1/day each: control winds, dispel magic, guardian of faith, mass healing, remove curse, wall of light


Charge. If the lamassu moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Magic Resistance. The lamassu has advantage on saving throws against spells and other magical effects.
Magic Weapons. The lamassu's weapon attacks are magical.

Actions

Multiattack. The lamassu makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks.
Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 11 (2d6+ 4) bludgeoning damage.
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Healing Touch (3/Day). The lamassu touches another creature. The target magically regains 12 (2d8 + 3) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Legendary Actions

The lamassu can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

  • Hooves. The lamassu makes one attack with its hooves.
  • Teleport (Costs 2 Actions). The lamassu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Heal Self (Costs 3 Actions). The lamassu magically regains 13 (2d8 + 3) hit points.


Created by

I Dream of Azathoth.

Statblock Type

Monster

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