Lamia
Large monstrosity, chaotic evil
Armour Class: 13 (natural armour)
Hit Points: 97 (13d10 + 26)
Speed: 30 ft.
STR | DEX | CON |
16 (+3) | 13 (+1) | 15 (+2) |
INT | WIS | CHA |
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)
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.