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Habitat: Desert; Treasure: Arcana

Legends say the first lamia was an ambitious ruler who made a sinister bargain with the demon lord Graz’zt for everlasting majesty. As a consequence, the ruler was transformed into a lamia, a monster with the body of a lion and an accursed touch.

Lamias either are descendants of that first lamia or have made similar deals. They often dwell near ruins, seeking mysterious magic they can use to gain riches and influence. Lamias use magical illusions and enchantments to trick others into serving them. They sometimes work with bandits to abduct travelers, releasing captives only if they accept a dangerous bargain. Roll on or choose a result from the Lamia Pacts table to inspire a lamia’s desires.

Lamia Pacts
1d6 
The Lamia Compels the Bargainer To ...
1
Bring it a possession from a ruler or noble.
2
Create a map of a dungeon or ruin.
3
Escort it through a nearby community’s gate.
4
Place a strange idol in a specific site or home.
5
Remove a magic item’s curse, then return it.
6
Slay a monster and retrieve a specific organ.

Actions

Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage.

Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions.

Spellcasting. The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):

At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion
1/Day Each: Geas, Major Image, Scrying

Bonus Actions

Leap. The lamia jumps up to 30 feet by spending 10 feet of movement.


Lamia

Large Fiend, Chaotic Evil
  • Armor Class 13
  • Hit Points 97 (13d10 + 26)
  • Speed 40 ft.
  • Initiative +1 (11)
STR
16 (3)
DEX
13 (1)
CON
15 (2)
INT
14 (2)
WIS
15 (2)
CHA
16 (3)
  • Saving Throws Str +3, Dex +1, Con +2, Int +2, Wis +2, Cha +3
  • Skills Deception 7, Insight 4, Stealth 5
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Challenge 4 (1,100 XP)
  • Habitat Desert
  • Treasure Arcana

Actions


  • Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: (1d8 + 3) Slashing damage plus (2d6)Psychic damage.
  • Corrupting Touch. *Wisdom Saving Throw:* DC 13, one creature the lamia can see within 5 feet. *Failure:* 13 (or [[3d8]] (3d8)) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions.
  • Spellcasting. The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying
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