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LamiaCreature 6


CELargeBeast
Source Pathfinder Bestiary
Perception +13 (darkvision)
Languages Abyssal, Common
Skills Lore +11, Deception +15, Diplomacy +11, Intimidation +13, Stealth +15, Survival +11
Str +5, Dex +3, Con +2, Int +1, Wis +3, Cha +3

AC 24; Fort +12; Reflex +15; Will +15;
HP 95
Speed 40 feet

Spear One Action +17 (+12, +7) to hit 1d6+8 Piercing
Claw One Action +17 (+13, +9) to hit (agile) 1d6+8 Slashing
Spear One Action +14 (+9, +4) to hit (thrown 20, versatile s) 1d4+8 Piercing
Javelin One Action +15 (+10, +5) to hit (thrown 30) 1d6+8 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Lamia's Caress Two Actions (curse, enchantment, mental, occult)

The lamia touches a creature, who must succeed at a DC 23 will save or become Stupefied 1. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Occult Innate Spells (DC 25, +17 to hit)

1st Level: Charm, Illusory Disguise (At Will), Illusory Object (At Will), Sleep, Ventriloquism (At Will)
2nd Level: Humanoid Form (At Will), Mirror Image
4th Level: Suggestion


Just as they were cursed long ago, lamias can curse those they touch, clouding the mind and regressing conscious thought to purely animalistic instincts. Creatures affected by this curse grow reckless, becoming unaware of the consequences of their own actions and unable to think clearly. This makes the hapless victim all the more susceptible to the lamia's cunning illusions and insidious charms. The lamia's animalistic nature and the effect of their cursed touch has led some scholars to theorize that the original lamias must have, millennia ago, turned away from their own reason and intellect and embraced the life of simple beasts. Whether this change was rewarded as a monstrous gift from Lamashtu or inflicted as a curse for abandoning their responsibilities by Pharasma remains the subject of debate to this day.

Whatever the source of this ancient transformation, lamias themselves have grown to enjoy the strengths it has granted them. Regardless, they continue to cling to a hatred of the gods, seeing them as the cause of their monstrous forms and, thus, their eternal exile from the societies they watch with jealous eyes from their lairs amid the ruins of lost civilizations. Because lamias blame divine powers for their curse, they take special delight in the downfall of temples, the suffering and death of champions and clerics, and the spread of dissension within organized religions.

While they can briefly assume humanoid form with magic, lamias are usually forced to hide from civilization, making their homes in the barren wilderness. There, they attract cults of their own, gathering up chaotic and evil humanoids. With the help of these cultists, lamias strive to bring down popular faiths, introduce schisms into flourishing churches, and humiliate or defame high-profile religious leaders. Most lamias themselves have no true religious faith in anything, hearing instead a mystical calling that manifests as sighs on the desert wind or murmurs from the dark places between the stars.

Lamias are traditionally matriarchal, revering the eldest female among them as leader, mother, and shaman.


Lamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower bodies of beasts and monsters. Sinister magic comes naturally to a lamia, and they prefer the use of illusions and enchantments to deceive prey for later consumption, or simply to torture.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.