Golden Protector (CR 13)

Large Dragon
Alignment: Always lawful good
Initiative: +3; Senses: darkvision 60 ft., low-light vision, Listen +18, and Spot +20

AC: 29 (-1 size, +3 Dex, +14 natural, +2 bracers of armor +2, +1 ring of protection +1), touch 13, flat-footed 26
Hit Dice: 10d12+60 (125 hp); DR: 5/magic
Fort +13, Ref +12, Will +10
Speed: 30 ft., fly 60 ft. (average)
Space: 10 ft./5 ft.
Base Attack +10; Grapple +23
Attack: Claw +19 melee
Full Attack: Claw +19 melee and bite +13 melee
Damage: Bite 1d8+4, Claw 1d6+9
Special Attacks/Actions: Breath weapon, pounce, smite evil, rake 1d6+4, spells
Abilities: Str 28, Dex 17, Con 22, Int 18, Wis 20, Cha 18
Special Qualities: immunity to fire, magic sleep effects and paralysis, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, spell-like abilities, SR 15 (Half-dragon celestial lammasu)
Feats: Blind-Fight; Iron Will; Lightning Reflexes; Weapon Focus (claw)
Skills: Concentration +19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, and Survival +18 (+20 other planes and following tracks)
Advancement: 11-30 HD (Huge)
Climate/Terrain: Seven Mounting Heavens of Celestia
Organization: Solitary
Treasure/Possessions: Standard

Source: Monster Manual

(Celestial Half-Dragon Lammasu)

Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil.

The golden protector’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half.

Smite Evil (Su): Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent.

Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level):
0 - detect magic, guidance (2), light, read magic, resistance; 1st—bless (2), detect evil, divine favor (2), 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—dismissal, holy smite*, neutralize poison.

*Domain spell. Domains: Good and Healing.

Rake (Ex): Attack bonus +19 melee, damage 1d6+4.

Possessions: Bracers of armor +2, ring of protection +1. (Different golden protectors may have different possessions.)