Lamia

Monster Manual (2025) p. 192

Size
Large
Type
fiend
Alignment
chaotic evil
AC
13
Initiative
1
Hit Points
97 (13d10+26)
Speed
walk 40 ft.
Skills
Insight +4, Deception +7, Stealth +5
Senses
darkvision 60 ft.
Passive Perception
12
Languages
Abyssal, Common
Challenge
4
Environment
desert
STR
16
+3
DEX
13
+1
CON
15
+2
INT
14
+2
WIS
15
+2
CHA
16
+3

Traits

Proficiency Bonus

+2

Treasure

Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

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

Leap (Bonus Action)

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

Spells

Disguise Self [5.5e], Minor Illusion [5.5e], Geas [5.5e], Major Image [5.5e], Scrying [5.5e]

Other data

description

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:

1d6The Lamia Compels the Bargainer To...
1Bring it a possession from a ruler or noble.
2Create a map of a dungeon or ruin.
3Escort it through a nearby community's gate.
4Place a strange idol in a specific site or home.
5Remove a magic item's curse, then return it.
6Slay a monster and retrieve a specific organ.