rpg—rules

monster

Lamia

Large Fiend, Chaotic Evil

Armor Class
13
Hit Points
97 (13d10 + 26)
Challenge rating
4
CHA
16 (+3)
CON
15 (+2)
DEX
13 (+1)
INT
14 (+2)
STR
16 (+3)
WIS
15 (+2)

Large Fiend, Chaotic Evil

AC 13 · Initiative +1 (11)

HP 97 (13d10 + 26)

Speed 40 ft.

Ability Score Mod Save
Str 16 +3 +3
Dex 13 +1 +1
Con 15 +2 +2
Int 14 +2 +2
Wis 15 +2 +2
Cha 16 +3 +3

Skills Deception +7, Insight +4, Stealth +5

Senses Darkvision 60 ft.; Passive Perception 12

Languages Abyssal, Common

CR 4 (XP 1,100; PB +2)

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):

Bonus Actions

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

Source · SRD 5.2.1 · page 303