35 lines
1.4 KiB
Markdown
35 lines
1.4 KiB
Markdown
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# Lamia
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*Large* *Monstrosity* *chaotic evil*
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- **Armor Class:** 13 (natural armor)
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- **Hit Points:** 97 (13d10+26)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 4 (1,100 XP)
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- **Source:** 5.1 SRD (2015 MM), page 325
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 16 (+3) | 13 (+1) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) |
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- **Skills:** deception +7, insight +4, stealth +3
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- **Senses:** darkvision 60 ft., passive Perception 12
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- **Languages:** Abyssal, Common
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### Special Abilities
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- **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.
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At will: disguise self (any humanoid form), major image
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3/day each: charm person, mirror image, scrying, suggestion
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1/day: geas
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### Actions
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- **Multiattack:** The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
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- **Claws:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
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- **Dagger:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
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- **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.
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