Lamia
Large Monstrosity chaotic evil
- Armor Class: 13 (natural armor)
- Hit Points: 97 (13d10+26)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: 5.1 SRD (2015 MM), page 325
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
13 (+1) |
15 (+2) |
14 (+2) |
15 (+2) |
16 (+3) |
- Skills: deception +7, insight +4, stealth +3
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Abyssal, Common
Special Abilities
- Innate Spellcasting: The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
At will: disguise self (any humanoid form), major image
3/day each: charm person, mirror image, scrying, suggestion
1/day: geas
Actions
- Multiattack: The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
- Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Intoxicating Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
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