Talewrite

Lamia

Large monstrosity, chaotic evil · 2014 rules, SRD 5.1

Armor Class
13 (natural)
Hit Points
97 (13d10+26)
Speed
30 ft.
STRDEXCONINTWISCHA
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
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.

Also in the 2024 rules (SRD 5.2).

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).