Lamia

Large monstrosity, chaotic evil

  • Armor Class 13 (natural armor)
  • Hit Points 97 (13d10 + 26)
  • Speed 30 ft.
Str. Dex. Con. Int. Wis. Cha.
Score 16 13 15 14 15 16
Modifier +3 +1 +2 +2 +2 +3
Saving Throw +3 +1 +2 +2 +2 +3
  • Skills Deception +7, Insight +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Challenge 4 (1,100 XP)

Traits

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.

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.