Lammasu (5e Creature)

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Lammasu[edit]

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Large monstrosity, chaotic neutral


Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., fly 60 ft.


STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 12 (+1) 16 (+3) 20 (+5)

Saving Throws Dex +7, Con +10, Wis +8
Skills Intimidation +10, Perception +8, Religion +11
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 18
Languages Common, Sylvan, Sphinx
Challenge 14 (11,500 XP)


Inscrutable. The lammasu is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the lammasu's intentions or sincerity have disadvantage.

Magic Weapons. The lammasu's weapon attacks are magical.

Spellcasting. The lammasu is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The lammasu knows the following sorcerer spells:

Cantrips (at will): prestidigitation, shocking grasp, true strike
1st level (4 slots): identify, magic missile, shield
2nd level (3 slots): darkness, invisibility
3rd level (3 slots): dispel magic, fireball, protection from energy
4th level (3 slots): banishment, fire shield
5th level (2 slots): cloudkill

ACTIONS

Multiattack. The lammasu makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.


LEGENDARY ACTIONS

The lammasu 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 lammasu regains spent legendary actions at the start of its turn.

Claw Attack. The lammasu makes one claw attack.
Fiery Teleport (Costs 2 Actions). The lammasu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. When it arrives, each creature within 30 feet of it must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) fire damage.
Cast a Spell (Costs 3 Actions). The lammasu casts a spell from its list of prepared spells, using a spell slot as normal.

The lammasu is distantly related to the sphinxes but far more feral and dangerous, to the point they are said to be unbridled wrath from the gods. They appear as fearsome lions or tigers with feathered wings. They don't always care to parley with dolphins.

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