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Lamia

Lamia Creature6

CE Large Beast

Senses Perception +13; darkvision

Languages Abyssal, Common

Skills Cult Lore +11, Deception +15, Diplomacy +11, Intimidation +13, Stealth +15, Survival +11

Str +5, Dex +3, Con +2, Int +1, Wis +3, Cha +3

Items javelin (2), +1 spear


AC 24; Fort +12, Ref +15, Will +15

HP 95


Speed 40 feet

Melee [one-action] spear +17, Damage 1d6+8 piercing

Melee [one-action] claw +17 (agile), Damage 1d6+8 slashing plus Grab

Ranged [one-action] spear +14 (thrown 20 feet, versatile S), Damage 1d4+8 piercing

Ranged [one-action] javelin +15 (thrown 30 feet), Damage 1d6+8 piercing

Occult Innate Spells DC 25; 4th charm (-3), suggestion; 3rd sleep; 2nd humanoid form (at will), mirror image; 1st illusory disguise (at will), illusory object (at will), ventriloquism (at will)

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.

About

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.

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 Mother of Demons or inflicted as a curse for abandoning their responsibilities by The Lady of Graves 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.

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Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.

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