Lamia

Large monstrosity, chaotic evil

Armour Class: 13 (natural armour)
Hit Points: 97 (13d10 + 26)
Speed: 30 ft.

STRDEXCON
16 (+3)13 (+1)15 (+2)
INTWISCHA
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.