Name | Lamia |
---|---|
Sorted Name | Lamia |
Family | Lamia |
Size and Type | Large Magical Beast |
Hit Dice Count | 9 |
Hit Dice | 9d10+9 (58 hp) |
Random Hit Points | 9d10+9 - 9 |
Initiative | +2 |
Speed | 60 ft. (12 squares) |
Armor Class | 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 |
Base Attack/Grapple | +9/+17 |
Attack | Touch +12 melee (1d4 Wisdom drain) or dagger +12 melee (1d6+4/19-20) or claw +12 melee (1d4+4) |
Full Attack | Touch +12 melee (1d4 Wisdom drain); or dagger +12/+7 melee (1d6+4/19-20) and 2 claws +7 melee (1d4+2) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | Spell-like abilities, Wisdom drain |
Special Qualities | Darkvision 60 ft., low-light vision |
Saves | Fort +7, Ref +8, Will +7 |
Abilities | Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12 |
Skills | Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11 |
Feats | Dodge, Iron Will, Mobility, Spring Attack |
Environment | Temperate deserts |
Challenge Rating | 6 |
Organization | Solitary, pair, or gang (3-4) |
Treasure | Standard |
Alignment | Usually chaotic evil |
Advancement | 10-13 HD (Large); 14-27 HD (Huge) |
Level Adjustment | +4 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Lamia; CR 6; Large magical beast; HD 9d10+9; hp 58; Init +2; Spd 60 ft. (12 squares); AC 18 (-1 size, +2 dex, +7 natural), touch 11, flat-footed 16; Base Atk +9; Grp +17; Atk +12 melee (1d4 Wisdom drain, touch) or +12 melee (1d6+4/19-20, dagger) or +12 melee (1d4+4, claw); Full Atk +12 melee (1d4 Wisdom drain, touch) or +12 /+7 melee (1d6+4/19-20, dagger) and +7 melee (1d4+2, 2 claws); Space/Reach 10 ft./5 ft.; SA Spell-like abilities, Wisdom drain; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +7, Ref +8, Will +7; Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12 Skills and Feats: Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11; Dodge, Iron Will, Mobility, Spring Attack |
Lamia
A typical lamia is about 8 feet long and weighs about 700 pounds. CombatThough a lamia is powerful and dangerous in close combat, it has no stomach for a fair fight. It uses its illusion abilities to lure heroes into perilous situations, and then uses its Spring Attack feat to bound out of the shadows and drain Wisdom from its opponents. When it has sapped the will of its victim, it uses its enchantment abilities to beguile and ensnare the unfortunate soul. A lamia forced into physical combat attacks with a dagger in one of its human hands and a pair of lion-like claws. Spell-Like Abilities: At will-disguise self, ventriloquism; 3/day-charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14); 1/day-deep slumber (DC 14). Caster level 9th. The save DCs are Charisma-based. Wisdom Drain (Su): A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion. Skills: Lamias have a +4 racial bonus on Bluff and Hide checks. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Touch +12 melee (1d4 Wisdom drain) or dagger +12 melee (1d6+4/19-20) or claw +12 melee (1d4+4), or Touch +12 melee (1d4 Wisdom drain); or dagger +12/+7 melee (1d6+4/19-20) and 2 claws +7 melee (1d4+2)
feats: DODGE, IRON WILL, MOBILITY, SPRING ATTACK, ,