# Lamia *Large* *Monstrosity* *chaotic evil* - **Armor Class:** 13 (natural armor) - **Hit Points:** 97 (13d10+26) - **Speed:** walk 30 ft. - **Challenge Rating:** 4 (1,100 XP) - **Source:** 5.1 SRD (2015 MM), page 325 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 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 ### Special 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.