Skip to main content




AC 13

HP 85 (10d10 + 30; bloodied 42)

Speed 30 ft.

Proficiency +2; Maneuver DC 13

Skills Deception +6, Perception +5, Stealth +5

Senses darkvision 60 ft., passive Perception 15

Languages Abyssal, Common

Chaotic Evil. The lamia radiates a Chaotic and Evil aura. 

Innate Spellcasting. The lamia’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components.

At will: charm person , disguise self (humanoid form), major image , misty step

1/day each: geas , hallucinatory terrain , hypnotic pattern , scrying


Dizzying Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way, it has disadvantage on Wisdom saving throws and ability checks.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target makes a DC 13 Constitution saving throw . On a failure, the target takes 10 (3d6) poison damage and is poisoned for 1 hour.

Hypnotic Pattern (3rd-Level; S, Concentration). A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw . On a failure, the creature is charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.


Misty Step (2nd-Level; V). The lamia teleports to an unoccupied space it can see within 30 feet. The lamia can’t cast this spell and a 1st-level or higher spell on the same turn.


Lamias avoid melee combat, sending their servants to fight for them while they use hypnotic pattern and throw daggers at their enemies from a distance. When cornered, they claw their foe and escape with misty step .

Legends and Lore

With a History or Religion check, characters can learn the following:

DC 10 Ages ago, lamias ruled a mighty empire, wielding power granted them by a demon lord. Though their empire now lies in ruins, lamais have not forgotten their former glory.

DC 15 Lamias use magic to cloak their true intentions. They surround themselves with retinues of charmed servants and loyal jackalweres.

DC 20 Lamias were once mortal, but when their demonic master granted them immortality, they became something more akin to fiends.


A lamia has the upper body of a humanoid and the lower half of a lion. Relics of an earthly demonic empire, lamias live among the ruins of their former palaces, surrounded by illusory finery mimicking the pomp they once commanded.

Forgotten Rulers. In ancient days, lamias were granted immortality and dominion as a reward for their service to a demon lord. Now that their empire has collapsed into dust, lamias find themselves unable to venture far from the ruins of their domains. Many strive to recreate the former opulence of their palaces, surrounding themselves with stolen treasure, charmed servants, and illusory recreations of throne rooms and sleeping bowers. 

Servants and Prisoners. Most lamias welcome guests, both willing and unwilling. They treat visitors who flatter them as favored subjects to be pampered and entertained with feasts. Those who insult them are more likely to be feasted upon. Favored or not, no visitor is allowed to leave a lamia’s court alive.

Many lamias are served by jackalweres , the loyal remnants of their erstwhile armies. Lamias direct these jackalweres to raid passing caravans for treasure and new captives to flatter and torment.


1 in humanoid form, lounging on a throne or sofa, eager to speak with travelers

2 in humanoid form: chooses a member of the party to entice with gifts and praise

3 in true form, surrounded by geased commoner slaves  

4 in humanoid form, pretending to be the prisoner of an evil tyrant (who is actually a charmed noble )

5 with a defiant holy knight in a cage: the lamia hasn't been able to corrupt the knight so far

6 about to pit two geased prisoners against one another, unless you provide some other amusement


1 ancient roofless temple or deserted city

2 a once-great palace, ruined except for its throne

3 monolithic tomb, its massive stone doors broken open

4 a charmed commoner or disguised jackalwere , desperate to lead you to supposedly empty ruins

5 an abandoned caravan, with jackalwere footprints leading to a lamia lair

6 a magnificent (but illusory) palace


Lamias are bound to the deserts and wastelands they once ruled.

CR 5–10 Lamia with 1 or 2 lions and 1d8 + 2 commoners , or lamia with 1 or 2 giant constrictor snakes and 1d6 + 2 guards , or lamia with 1d8 + 3 jackalweres and 1d6 nobles , or lamia with doppelganger and 6 jackalweres , or lamia with manticore

Treasure 1,200 gp, 500 ep, 2,500 sp, silver throne (750 gp), golden demon idol (750 gp), potion of clairvoyance , staff of the python

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.