Lamia (3.5e Class)

From D&D Wiki

Jump to: navigation, search


Lamia[edit]

In the darkest corner of the material world vampires have been one dominating species of the undead, using some of the vampires powers, the Lamia drains blood and uses it to fuel his powerful magical abilities.

Making a Lamia[edit]

The Lamia works well with Rogues and evil Clerics, but does not get along with Paladins - who generally attack them on sight.

Abilities: The most important abilities for a Lamia is his Strength and his Constitution. He uses his strength to deal more damage and hit his target, and his constitution to gain more hit points, but also to contain more blood for fueling his abilities. Intelligence provides more skill points, and Charisma is the key ability for most of his skills.

Races: Humans, and Halflings is the most common of the playable races, many Lamias are Drow.

Alignment: Any Nongood.

Starting Gold: 4d4×10 gp.

Starting Age: "As fighter".

Table: The Lamia

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Fangs, drain blood, energizing blood, Sanguine Knives
2nd +2 +3 +0 +3 Blood infusion +4, Claret Thorns, Blood Sphere
3rd +3 +3 +1 +3 Improved grapple, Frenzy, Blood Hunter
4th +4 +4 +1 +4 spell-like abilities (Lesser)
5th +5 +4 +1 +4 Restoration of blood
6th +6/+1 +5 +2 +5 Damage reduction 5/fire or silver
7th +7/+2 +5 +2 +5 Cold resistance 5
8th +8/+3 +6 +2 +6 Spell Like abilities (greater), Spear of Blood, Sanguine Web
9th +9/+4 +6 +3 +6 Dark blood transformation (Claws), Blood Charm
10th +10/+5 +7 +3 +7 Blood infusion +6
11th +11/+6/+1 +7 +3 +7 Blood Lance, Blood Mist
12th +12/+7/+2 +8 +4 +8 Coffin of Blood, Sanguine Marionette
13th +13/+8/+3 +8 +4 +8 Damage reduction 10/fire or silver, Bloody Replica
14th +14/+9/+4 +9 +4 +9 Cold resistance 10, spell like abilities (powerful)
15th +15/+10/+5 +9 +5 +9 Dark blood transformation (Wings)
16th +16/+11/+6/+1 +10 +5 +10 Blood infusion +8
17th +17/+12/+7/+2 +10 +5 +10 Blood Rain
18th +18/+13/+8/+3 +11 +6 +11 Blood Mysticism
19th +19/+14/+9/+4 +11 +6 +11 Dark blood transformation (Feint)
20th +20/+15/+10/+5 +12 +6 +12 Sanguine Evisceration

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Class skills: Appraise (Int), bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Handle animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump, Knowledge (arcana), Knowledge (religion), Listen (Wis), Move silently (Dex), Profession (Wis), Ride (Dex), Sense motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha).

Class Features[edit]

All of the following are class features of the Lamia.

Weapon and Armor Proficiency: A Lamia is proficient with all simple and martial weapons and with both light and medium armor, and shields (except tower shields).

Spell-like abilities: At 4th level a Lamia can cast a very limited selection of spell-like abilities, he can cast any of the spells on the spell list at will, as long as he has the required blood in his body to fuel them, how much blood that is required for each spell, is required is descried in the Lamia spell list. He can cast the spell-like abilities with a caster level equal to his Lamia level and he does not suffer arcane spell failure unless he is wearing heavy armor or is using a tower shield. At level 8 and level 14 the Lamia can cast even more powerful spell like abilities. Lamias choose their spells from the following list:

Lesser— Detect magic (1), Mount (2), Detect Undead (1), Cause fear (2), Feather fall (1), Detect thoughts (2), minor image (3), Darkvision (2), Spider climb (3), Gaseous form (4), water breathing (3), hide from undead (2), Darkness (3).

Greater— Fear (4), Create Undead (5) (single undead only max 5 HD less than you), Nightmare (3), Telekinesis (4), Neutralize poison (3) (self only).

Powerful— Shadow walk (4), Circle of death (6), Flesh to stone (6), True seeing (4)

Fangs (Su): The Lamia gains fangs and natural bite attack much like a vampire, the bite attack deals (1d4 + Str modifier, 19-20/x2 damage). The fangs are only visible when in use. The fangs can bypass damage reduction as if they were magic, at 8th level the fangs deals (1d6 + Str modifier, 18-20/x2) and can bypass damage reduction as if they were made of adamantine.

Drain blood (Su): A Lamia can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (1 + ½ level + Con modifier). The lamia can only drain 1 point of blood from a small or medium creature, 2 from a large creature, 4 for a huge and so on, when bitten the creature takes 1d6 points of nonlethal damage and 2 constitution damage. If the Lamia is draining from a helpless target, he can choose to do it as a part of a coup de grace and drain the double amount of blood, and kill the victim. The Lamia can also drain blood in combat, with a critical hit from his fangs he can choose to deal normal damage and drain 1 point of blood and deal 2 constitution damage. The Lamia cannot drain creatures immune to critical hits, such as constructs and undeads. A Lamia can also drain blood from a dead creature, if its has been dead for less than one day. The Lamia can store a maximum amount of blood equal to his level + Con modifier (minimum 2).

Energizing blood (Su): A Lamia can choose to spend one point of blood stored to not require food for one day, or spend one blood point to not need sleep for one day, both can be used at the same time.

Sanguine Knives (Su): At 1st level the Lamia at the cost of 1 blood point may form 5 Knives and fire them at enemies. Each knife deals 1d4 piercing damage. These knives may be fired at separate targets.

Blood infusion (Su): At level 2, 1/day the Lamia can spend 1 blood point to buff he's strength, dexterity, or constitution by 4 for 1 min/level. At level 10 you can buff your strength, dexterity, or constitution by 6, and in level 16 its +8.

Claret Thorns (Su): At 2nd Level the Lamia may at the cost of 1 Blood point create 10 foot thorns of Blood form in a 10 foot radius, Suddenly Impaling Enemies. Any creatures caught in it must make a Reflex save or take 1d6 points of piercing damage + Charisma Modifier, and are helpless for 2 turns.

Blood Sphere (Su): At level 2, The Lamia may spend 1 blood points for every 4 spheres and place them in any space on the battlefield, enemies that enter a space occupied by a Blood Sphere take 1d6 negative damage and are pushed into the space they were previously occupying (Blood Sphere is not destroyed when an enemy enters space occupied by Blood Shpere.). The Lamia may convert all current Blood Spheres into an attack that inflicts 6 damage for each Blood Sphere. When one of the Lamia's abilities (Sanguine Knives, Claret Thorns, Spear of Blood, Blood Lance.) enters a space occupied by a Blood Sphere the same ability is cast as if the Blood Sphere were the origin of cast at no cost(This effect stacks into multiple Blood Spheres.). Example: The Lamia uses Claret thorns and one of the the spaces affected is occupied by a Blood Sphere(s) the orignal Claret thorns ability still happens, but a new Claret Thorns is activated from the space that the Blood Sphere is occupying.

Frenzy (Su): At level 3, The Lamia can gain a number of extra attacks equal to his Dexterity Bonus (if positive).

Blood Hunter (Su): At level 3, The Lamia's Base land speed and dexterity for his next turn is now multiplied by 2, after successfully using drain blood.

Improved grapple (Ex): Due to the Lamias need for blood, at 3rd level the Lamia improves his ability to restrain a victim. Therefore a Lamia gains Improved grapple as a bonus feat, even if he do not meet the prerequisite, in addition the Lamia may start a grappling as a free action after a successful bite attack to pin the opponent.

Restoration of blood (Su): At 5th level, By spending 1 blood point the Lamia can heal himself for (1d10 + Con modifier) this ability can only be used once pr minute. Starting at level 8 the healing raises to 2d10, and by level 16 its 3d10.

Damage reduction (Su): Starting at level 6 the Lamia gains damage reduction 5/fire or silver. At level 13 the damage reduction increases to 10/fire or silver.

Cold resistance (Su): Starting at level 7 the Lamia gains cold resistance 5. At level 14 the cold resistance improves to 10.

Spear of Blood (Su):Starting at 8th level the Lamia may form blood into 2 foot long needles that can be fired through the air.(creates 2 for each number of blood points spent.)You must succeed on a ranged touch attack to hit with the needles. Each needle does 1d6 points of piercing damage and can be shot at different targets. All enemies hit are Knocked prone and are Helpless.

Sanguine Web (Su):Starting at 8th level the lamia at the cost of 5 blood points can create a a barrier of blood by slowly interlocking your fingers into a hemispherical shape, the blood used mimics this creating an impenetrable orb of blood around you made from thousands of strands of blood. It has enough room inside for you to move around easily and covers a 5 foot area (including underground). This is room enough for 2 medium or 6 small creatures. Having any more than 1 medium creature or 3 small creatures impedes movement and creates a cramped condition.

The web has 100 health, an AC of 15, and prevents all projectiles, weapons, and spells/powers/techniques from penetrating it. Anything requiring an origin point to be selected cannot have it's origin be placed within the web. If an origin is attempted to be selected within the web, the result instead originates 1 foot over the web.

Spells may be used while within the web but have a 90% miss chance due to the sound barrier the web creates as well as the obvious loss of vision. This is lost if they somehow retain vision of outside the web.

Also, the surface of the web may be used for other abilities. If used so, the surface must remain in contact with itself or the web is left with a hole that may let in damage. Alternatively, you may open a hole in the web purposely to provide you vision. A small hole allows you to see directly straight out of the hole. This provides a 10% chance that an attack slips in the hole and hits you. To add 5 feet of vision in a direction adds another 10% for each 5 feet.

You may spend an additional 2 blood points to double the web's health and increase its AC by 3. This may be done multiple times but only at the use of the technique.

Blood Lance (Su): Starting at 11th level the Lamia may summon a gore-splattered lance and launches it at his enemies, skewering all caught in its path. At the Cost of 1 blood point he can inflict (6d8 + Cha+ (5 Ongoing damage)on all enemeies caught within the range of the initial attack.(Range is 60 feet.)

Blood Mist (Su): Starting at 11th level the Lamia Can Create a mist of blood, almost invisible to the naked eye.A DC 15 Spot check will notice the cloud.The Lamia while inside his own Blood Mist is Untargetable and is Concealed indefinatley. Any creature of Tiny size or larger will disturb the dust to a degree that you can sense their presence. Creatures of smaller size must make a Dexterity check with a DC equal to 10 + Class Level. For each 10' moved through the cloud or stir up enough of the particles to alert the Bender of the Sanguine. Any creature smaller than Tiny that runs through the cloud automatically alerts the Lamia. (If Enemy Alerting is Concealed they are no longer Concealed and is now Helpless.)The Range of Blood Mist is 15 feet for each blood point spent for this ability.

Coffin Of Blood (Su): Starting at 12th level The Lamia can Trap an enemy in a Coffin of Blood at the cost of 2 blood points. Unless they succeed on a Reflex save, the target is trapped within a Coffin of Blood where it becomes helpless. The coffin allows weapons, projectiles, and spells to pass through by opening small gaps for them and immediately closing them afterward so as not to let the trapped victim escape. Each round the trapped enemy may attempt a Strength check or Escape Artist check to escape the coffin. If successful, the coffin dissipates and the technique must be re-used to re-trap the target. The Coffin can be moved as The Lamia wishes and can be used as cover.( Any Damage that would be dealt to the Lamia or allies under cover of The Coffin Of Blood is dealt to Victim trapped inside The Coffin of Blood instead.) (Covers 1 person at medium size and plus 1 for each size higher.) (Range is 80 feet.)


Blood Rain (Su): Starting at 17th level the Lamia at the cost of 6 blood points can make hardened blood rain from the sky. Each person in the area is dealt 1d4 + Charisma modifier in piercing Damage. The Lamia can stop the rain from damaging any 5ft squares of your choice and make it deal double damage on an adjacent 5ft squares.

Blood Mysticism (Su): Starting at the 18th level, The Lamia may expend his HP equal to his Cha Modifier and gain 1 Blood Point for every 1 HP spent.

Bloody Replica (Su):Starting at the 13th level the Lamia at the cost of 1 blood point (can summon as many as possible equal to the amount spent.) may form a duplicate made of blood. It may fool enemies into attacking it or attack those who ignore it. This replica may not move past the range of the Lamia or it will deform and the technique is lost. This replica is Sanguine (A type of Dark Red) in colour and thus will not fool creatures with the ability to discern colour. While moving, you can merge with and split off from the replica so that enemies who have learned which one is real are again confounded.

If a replica is attacked by a non-elemental weapon (such as by a punch rather than a fireball), you may choose whether or not it attempts to dodge. If not, the attack hits the replica but does no damage. Instead, the attacker must succeed a reflex save lest the replica harden its blood in certain places and the weapon become stuck in the replica. A successful strength check is required to remove a stuck weapon. Should the attack be magical or elemental in nature and would damage or displace the blood (fire drying it, force blowing it apart, etc.) the damage is hidden or repaired but deteriorates the replica. They have 1/2 the Lamia's HP + caster level before completely disassembling. Note though that this reveals that replica is not the caster briefly.

You may also attack with the replica at your base attack bonus by taking a free action once per turn. A successful blow deals 1d4 slashing damage and the subject must succeed a reflex save or the replica will attach to the subject. A successful strength check or escape artist check will free the subject. This may result in the target being completely surrounded by blood, meaning they may not move, have no reflex save, and are subject to other attacks by the Lamia. You can move into and through a Bloody Replica.

When you and the bloody replica separate, observers can’t use vision or hearing to tell which one is you and which the image if you are identical. The figments may also move through each other. The figments look just like you and respond in the same manner you might but will move according to your will, able to travel at the same speed you can by using a free action once per turn. If you and your replica(s) are identical, enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a replica.

A replica’s AC is 10 + your size modifier + your Dex modifier. Replicas react as blood does to various elemental attacks (such as drying when heated by fire) and takes damage accordingly, destroying the illusion of semblance.


Dark blood transformation (Su): Starting at level 9 the Lamia can partially transform parts of his body into a monstrous like form. At level 9 he can spent 2 blood points to transform his hands into powerful claws. Each claw counts as an unholy weapon that deals (1d6 + Str + (2d6 damage to good aligned creatures), 19-20/x2) and lasts for 1 min/level. Starting at level 15 the Lamia can spend 2 blood points to sprout wings for 1 hour/level. And get a fly speed of 50 ft with average maneuverability. At level 19 he can undergo the ultimate transformation. The Lamia spends 6 blood points to activate the ability. The Lamia grows large sized regardless of his previous size, as does all his equipment and armor. This ability activates both the claws and wings of this ability, and grands the Lamia +4 natural armor, +4 Str and Con, SR 20. While in this form the Lamia gains Blood Point(s) Equal to his Charisma Modifier each turn. While in this form the Lamia takes 1d10 points of damage each turn and when the transformation is over, the Lamia must make a fortitude save (DC 25) or become exhausted.

Sanguine Evisceration (Su): Starting at 20th level the Lamia can eviscerate helpless enemies at the snap of a finger. Each turn the Lamia is in his final transformed state he gains 1 Black Blood Point, and can spend 10 Black Blood points to Convert the blood inside all Helpless Creatures into razorsharp blades and then compress, eviscerating the poor victim and instantly killing it. A successful Fortitude save instead deals 1d4/Class Level slashing damage. This damage may kill the creature anyways. (100" foot Range.)

Ex-Lamias[edit]

A lamia that becomes good aligned, loses his ability to use his fangs, and can therefore not suck blood form other beings. Otherwise he is not affected.

Epic Lamia[edit]

Table: The Epic Lamia

Hit Die: d10

Level Special
21st Effortless Casting
22nd -
23rd Cold resistance 15
24th Spell resistance 20
25th Damage reduction 15/fire or silver
26th -
27th Cold Resistance 20
28th -
29th Spell resistance 40
30th -

4 + Int modifier skill points per level.

Effortless casting: Starting at level 21, a Lamia may cast his Lesser spell-like abilities without the cost of blood, and all his Grater spell-like abilities, costs only half their original blood cost.

Human Lamia Starting Package[edit]

Weapons: Longsword (1d8/19-20).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Intimidate 4 Cha -
Jump 4 Str -4
Climb 4 Str -4
Bluff 4 Cha -
Knowledge (arcana) 4 Int -

Feat: power attack.

Bonus Feats: quick draw.

Gear: Backpack, bedroll, tent, winterblanket, pen and ink, paper, robe, trailrations x5.

Gold: 4d4 x10.

Campaign Information[edit]

Playing a Lamia[edit]

Religion: A Lamia usually follows a deity of evil, sometime Drow gods are natural and often Vecna or Nerull is the Lamias choice.

Other Classes: The Lamia works well with Rouges and evil Clerics, but does not with Paladins who usually will attack them as soon as they discover that they are Lamias. A lamia might benefit from both a divine and an arcane spell caster, due to his limited spell casting.

Combat: Lamias can replace the fighter but it is not recommended, because of his limited armor, But because of his high base attack, he makes an ideal flanker.

Advancement: A Lamia can easily Multiclass to rouge or fighter, with great benefit.

Lamias in the World[edit]

Let me have your blood
—Vet'car, Human Lamia

Collecting blood in one place is a bad business, people will start suspecting you and panic will rise, and a rich Lamia can easier gain blood without being suspected. Adventuring is the best whey to fill out the needs for travel and wealth.

Daily Life: Vet'car walks down the marketplace, its midday, the sun is high, and he has hes eyes on the price. A young woman, wearing a light summer dress, and has a basked full of eggs over her arm. She does not see him, hes disguise is perfect, he looks like a harmless young man with rosy cheeks. The young woman finishes her transaction with a salesman and starts walking down an empty nearby street - perfect he follows her closely, and just when passing a perfect alleyway he strikes. The woman does not have a chance, she does not even get to scream. In a single motion, he drags her into the alleyway while at the same time, sinks his fags into her shoulder. Vet'car feels her blood on her tongue and running down his thought - the best taste in the world. She immediately passes out from the loss of blood. He finishes off his bite, and lays her carefully down on the ground. Careful not to hurt her, or she cannot be used again.

Notables: none.

Organizations: Lamias usually don't meed with each other, they are loners by nature.

NPC Reactions: NPC's usually don't know tha Lamias true natrure, and sees them as normal warriors. if they ever discover them as they truly are, they usually run away in fear.

Lamia Lore[edit]

Characters with ranks in Knowledge (history) and Knowledge (religion) can research Lamias to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History)
DC Result
5 Those are known to suck blood.
10 A Lamia is like Vampire, and has fangs. But he is vulnerable to fire and silver.
15 Though he grows weak with loss of blood, he is still living can function without it.
20 You are allowed to see the Lamia spell list.
Knowledge (Religion)
DC Result
5 He is Evil (this is not necessarily true, but that is the common knowledge).
10 He is vulnerable to silver.
15 He is vulnerable to fire, but strong against cold.
20 You are allowed to see the Lamia spell list.

Lamias in the Game[edit]

As an NPC he is an ideal high ranking officer for an evil army or as cruel ruler of a major city or a country as Land Lord or king.

Adaptation: None yet, possibly substitute some of the Lamias ability for the sneak attack ability, and allow the stealing of blood on a sneak attack.

Sample Encounter: Coming soon

EL ?: Coming soon.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: