Monster Manual 5E

(Nancy Kaufman) #1

Ruined desert cities and the tombs of forgotten
monarchs make perfect lairs for th e wicked lamias.
These decadent monsters take what has been
forgotten and make it the seat of th eir hedonistic rule,
surrounding themselves with sycophants. Lamias rely
on jackalweres to perform various tasks, sending them
across the wastes to capture slaves or steal treasures
from caravans, encampments, or villages, concealed by
the lamia's magic as they attack.
A lamia has a beautiful humanoid uppe r body that
merges into a powerful four-legged leonine form. Its
vicious black claws speak to its predatory nature, as
does its hunger for torture and huma noid flesh.
Tyrants of Pleasure. Lamias adorn the ir crumbling
havens with finery stolen from passing caravans, then
use magic to further accentuate the ir lairs, masking
decay with illusiQn. A lair's breathtaking gardens, finely
decorated apartments, and numerous slaves seem at
odds with its remoteness and state of ruin.
Using its intoxicating touch, a lamia weakens the
minds of its enemies, making them more susceptible
to its enchantment spells and turning them into its
slaves. Those it beguiles with geas spells a re pitted
against each other in elaborate contests for the
lamia's amusement.
Vain Predators. Always anxious to gain more wealth
and slaves, a lamia uses a pool of wa ter or a mirror
in conjunction with a scrying spell to view its domain.
A lamia uses this power to watch over trade routes
and nearby settlements, or to seek out objects and
creatures it fancies.
Lamias are particularly fond of seeking out
adventurers with pure hearts to seduce and corrupt
to evil, savoring the destruction of th e ir virtue. They
use their magic to lure potential victims to their lairs,
relying on illusion and their thralls to capture hapless
foes. Lamias prize beauty and strength above all else,
however. Any prisoner that falls short of their esteem
becomes the ma in course in a horrible feast, or is set
free to die while wandering the wastes.
As long as they have slaves to face th eir enemies,
lamias fight from the fringes, beguiling foes with magic
if they can. A lamia pressed into melee never stays there
for long, shredding flesh with claw a nd dagger before
springing away to safety.
Minions ofGraz'zt. The demO£! lord Graz'zt creates
lamias from his mortal servants, granting them
immortality in return for monstrous powe r and a n oath
of fealty. Graz'zt sometimes tasks lamias with guarding
locations important to him, but lamias in his service
remain free to spread their evil as they see fjt.


Large monstrosity, chaotic evil

Armor Class 13 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 30ft.

STR
16 (+3)

DEX
13 (+1)

CON
15 (+2)

INT
14 (+2)

WIS
15 (+2)

Skills Deception +7, Insight +4, Stealth +3
Senses darkvision 60ft., passive Perce ption 12
Languages Abyssal, Common
Challenge 4 (1,100 XP)

CHA
16 (+3)

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
3fday each: charm person, mirror image, scrying, suggestion
1fday: 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.

~01
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