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: 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/Possessions: Standard

Source: Monster Manual

Lammasus are noble creatures that are concerned with the welfare and safety of all good beings.

These creatures dwell most often in old, abandoned temples and ruins located in remote areas, where they contemplate how best to combat the influence of evil in the world. Adventurers sometimes seek them out to gain the benefit of their wisdom and their knowledge of ancient mysteries. Lammasus receive good beings and creatures cordially and usually offer assistance if the visitor is directly combating evil. They tolerate neutral beings but watch them carefully. They do not tolerate the presence of evil beings, attacking them on sight.

A lammasu has the golden-brown body of a lions, the wings of a giant eagle, and the face of a human. It is about 10 feet long and weighs about 600 pounds. Lammasus' bearing and demeanor are both noble and stern, though they can be quite compassionate.

Lammasus speak Common, Draconic, and Celestial.

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.