Snake Lamia
- Size
- Large
- Type
- Monstrosity
- Challenge Rating
- 4
- Source
- Level Up Advanced 5e Monstrous Menagerie
- Armor Class
- 13
- Speeds
- 30
- Walking Speed
- 30
- Strength Score
- 16
- Dexterity Score
- 16
- Constitution Score
- 16
- Intelligence Score
- 14
- Wisdom Score
- 16
- Charisma Score
- 18
- Skill Proficiencies
- Deception, Perception, Stealth
- Vision
- Darkvision (60ft)
- Languages Ref
- Abyssal, Common
- Hit Points
- 85
- Languages
- Abyssal, Aethyrian Common
Large monstrosity
Armor Class 13
Hit Points 85 (10d10+30)
Speed 30 ft.
- STR
- 16 (+3)
- DEX
- 16 (+3)
- CON
- 16 (+3)
- INT
- 14 (+2)
- WIS
- 16 (+3)
- CHA
- 18 (+4)
Skills Deception +6, Perception +5, Stealth +5
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Chaotic Evil. The lamia radiates a Chaotic and Evil aura.
Innate Spellcasting. 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
Dizzying Touch. 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.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends the lamia can't constrict a different target.
Dagger. 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.
Hypnotic Pattern (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
Misty Step (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.
Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.