Lamia
Monster Manual (2025) p. 192
- Tamaño
- Grande
- Tipo
- fiend
- Alineamiento
- caótico malvado
- CA
- 13
- Iniciativa
- 1
- Puntos de golpe
- 97 (13d10+26)
- Velocidad
- walk 40 ft.
- Habilidades
- Insight +4, Deception +7, Stealth +5
- Sentidos
- darkvision 60 ft.
- Percepción pasiva
- 12
- Idiomas
- Abyssal, Common
- Desafío
- 4
- Entorno
- desert
Rasgos
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.
Acciones
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.
Conjuros
Disguise Self [5.5e], Minor Illusion [5.5e], Geas [5.5e], Major Image [5.5e], Scrying [5.5e]
Otros datos
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:
| 1d6 | The Lamia Compels the Bargainer To... |
|---|---|
| 1 | Bring it a possession from a ruler or noble. |
| 2 | Create a map of a dungeon or ruin. |
| 3 | Escort it through a nearby community's gate. |
| 4 | Place a strange idol in a specific site or home. |
| 5 | Remove a magic item's curse, then return it. |
| 6 | Slay a monster and retrieve a specific organ. |