Lamia A5E
CR 4 monstrosity
Large monstrosity, chaotic evil
The lamia radiates a Chaotic and Evil aura.
The lamias 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
Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way it has disadvantage on Wisdom saving throws and ability checks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage.
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.
(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
(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.
Other versions
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details