Table of Contents
Actions
- Multiattack: The lamia can able to make two
- Attacks: such as one with its claws and another one with its dagger or else with its 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 would end and also the target has a disadvantage on the wisdom saving throw and even all ability checks.
Attributes Of Lamia Monster
AC | 13 (Natural Armor) |
Alignment | Chaotic Evil |
CHA | 16 |
CON | 15 |
Challenge Rating | 4 |
DEX | 13 |
HP | 97 (13d10+26) |
INT | 14 |
Languages | Abyssal, Common |
Passive Perception | 12 |
Roll 0 | Claws 1d20 + 5 2d10+3 |
Roll 1 | Dagger 1d20 + 5 1d4+3 |
STR | 16 |
Senses | Darkvision 60 Ft. |
Size | Large |
Skills | Deception +7, Insight +4, Stealth +3 |
Speed | 30 ft. |
Spell Book | Disguise Self, Major Image, Charm Person, Mirror Image, Scrying, Suggestion, Geas |
Type | monstrosity |
WIS | 15 |
Traits
Innate Spellcasting: Essentially, the lamia’s beast inborn spellcasting capacity is the charm (spell spare DC 13). Obviously it can inherently be thrown the accompanying spells and it doesn’t require any material segments.
Freely: Disguise Self (any Humanoid structure), Major Image
3/day each: Charm Person, Mirror Image, Scrying, Suggestion
1/day: geas.