Lammasu (CR 8)

Large Magical Beast
Alignment: Always lawful good
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +13, and Spot +15


AC: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Hit Dice: 7d10+21 (59 hp)
Fort +8, Ref +8, Will +7
Speed: 30 ft., fly 60 ft. (average)
Space: 10 ft./5 ft.
Base Attack +7; Grapple +17
Attack: Claw +12 melee
Full Attack: 2 claws +12 melee
Damage: Claw 1d6+6
Special Attacks/Actions: Spells, pounce, rake 1d6+3
Abilities: Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14
Special Qualities: Magic circle against evil, spell-like abilities
Feats: Blind-fight; Iron Will; Lightning Reflexes
Skills: Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, and Spot +15
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Climate/Terrain: Temperate deserts
Organization: Solitary
Treasure: Standard

Source: Monster Manual

Combat

Lammasus attack with spells, or their razor-sharp claws. They almost always enter combat if they observe a good being that is threatened by evil.

Spells: A lammasu casts spells as a 7th-level cleric, choosing from any two of the following domains: Good, Healing, Knowledge, and Law. Save DC is 13 + spell level.

Magic Circle against Evil (Su): A lammasu has a continuous magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the lammasu can create it again as a free action on its next turn.

Spell-Like Abilities: 2/day - improved invisibility; 1/day - dimension door. These abilities are as the spells cast by a 7th-level sorcerer.

Pounce (Ex): If a lammasu leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A lammasu that pounces on a creature can make two rake attacks (+12 melee) with its hind legs for 1d6+3 slashing damage each.

Skills: lammasus gain a +2 racial bonus to Spot checks during daylight hours.