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D&D 5th Edition

Compendium

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Lamia

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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.

Attributes

Lamia

Large monstrosity, Chaotic Evil
  • Armor Class 13 (Natural Armor)
  • Hit Points 97 (13d10+26)
  • Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
  • Skills Deception +7, Insight +4, Stealth +3
  • Senses Darkvision 60 Ft., passive Perception 12
  • Languages Abyssal, Common
  • Challenge 4 (1,100 XP)
  • 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: (2d10 + 3) slashing damage.
  • Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage.
  • Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. The target is magically cursed for 1 hour Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks