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
ACTIONS
Dizzying Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically [conditions|charmed]] for 1 hour or until it takes damage. While charmed in this way, it has disadvantage on Wisdom saving throws and ability checks.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the lamia can’t constrict a different target.
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.
BONUS ACTIONS
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.
Combat
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.
Some lamias have the lower bodies of snakes instead of lions.
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