Free interactive D&D 5e SRD stat block

Lamia

Large Fiend, CR 4, AC 13, 97 HP. Chaotic Evil.

Large Fiend, Chaotic Evil

AC
13
Initiative
+1 (11)
HP
97 (13d10+26)
Speed
40 ft.
ScoreModSave
STR 16 +3 +3
DEX 13 +1 +1
CON 15 +2 +2
INT 14 +2 +2
WIS 15 +2 +2
CHA 16 +3 +3
Skills
Deception +7 , Insight +4 , Stealth +5
Senses
Darkvision 60 ft.; Passive Perception 12
Languages
Abyssal, Common
CR
4 (XP 1,100; PB +2)

Actions

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

Bonus Actions

Leap. The lamia jumps up to 30 feet by spending 10 feet of movement.

How to run Lamia

A lamia runs an oasis, a ruined temple, or a desert villa as its court, and the party walks in thinking they are guests. The fight is the third act, not the first. Disguise Self at will lets the lamia appear as a Medium or Large biped (a beautiful priestess, a kindly innkeeper, a wounded merchant), and Deception +7 plus Insight +4 means it sees lies coming and tells smoother ones back. The first scene is dinner. Combat starts when the party either sees through the act or refuses the proposal.

Open with Corrupting Touch on whichever PC stepped in closest. DC 13 Wis save, 13 average psychic on a fail, and the cursed target is Charmed and Poisoned for one hour. The Charmed condition makes the lamia's allies (cultists, summoned beasts, the lamia itself) effectively friendly to that PC for the duration, which is the whole game plan: get one party member fighting against the others, or at least standing and watching, while the lamia carves up the rest. Then Multiattack with two Claw at +5 (7 slashing plus 7 psychic each) and replace one Claw with another Corrupting Touch on the next-closest target if they're in reach. Leap (bonus action, 30 ft. for 10 ft. of movement) keeps the lamia bouncing to whoever just made their save.

Spellcasting is the campaign hook. Geas once per day at DC 13 Wis is the lamia's signature: cast it on a captured PC mid-fight to bind them to a year-long task ("bring me the heart of the king"), and the curse follows them home. Major Image once per day fakes a wall, a chasm, a duplicate of the party's patron telling them to lower their weapons. Scrying once per day means the lamia has been watching the party for days before they arrived; have an NPC mention they overheard "the lady" describing the rogue's tattoo last week.

Lamias do not die fighting if they can avoid it. At Bloodied (49 HP or less), the lamia Disguise Selfs into one of the dead cultists and crawls under a table. Let her escape. Geas on a PC is a story that pays off three sessions later.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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