Lamia Dominatrix (5e Creature)

From D&D Wiki

Jump to: navigation, search

Lamia Dominatrix[edit]

Medium undead, neutral evil


Armor Class 15 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft., fly 30 ft. (hover), swim 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Dex +7, Con +7, Cha +9
Skills Perception +6, Stealth +7
Proficiency Bonus +4
Damage Resistances acid, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 9 (5,000 XP)


Antimagic Cone. When the lamia opens its third eye it creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the lamia decides which way the cone faces and whether the cone is active. The area works against the other powers of the lamia.

Regeneration. The lamia regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the lamia takes radiant damage or damage from holy water, this trait doesn't function at the start of the lamia's next turn.

Innate Spellcasting (Psionics). The lamia's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no components.

At will: detect thoughts, dimension door
2/day: dominate monster

Lamia Weaknesses. The lamia has the following flaws:
Forbiddance. The lamia can't enter a residence without an invitation from one of the occupants.
Stake to the Heart. The lamia is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The lamia takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack. The lamia makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the lamia can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the lamia, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Mind Blast (Recharge 5-6). The lamia magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 18 (4d8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


The lamia dominatrix develops features similar to eels and fish, they begin living in the canals and deep waterways near Ravenna. Surprisingly enough they are capable of levitation and can fly above the water. The lamia will develop tentacles and tendrils as hair that writhe in autonomy. They develop potent psionic powers, capable of dominating sailors or blasting the minds of mariners who come too close to their watery hunting grounds. The lamia grows a powerful third eye similar to that of a giant squid in the center of its forehead which can emit powerful nullifying forces that cancel magic. They are known to accompany their more savage brethren like the winged strigoi and the gargantuan nosferatu carnifex.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: