Lamia Matriarch
Description
The queens of a race consumed by bitterness and predatory instinct, lamia matriarchs mastermind all manner of foul plots in hopes of breaking the bestial curse that afflicts their race. They move with shocking ease from silken-tongued temptresses to dervishes, striking with all the deadly precision of vipers. Quick to covet, enslave, and overindulge, lamia matriarchs luxuriate in gory feasts, violent trysts, and bloody entertainments, reveling until their playthings are broken or until they tire and move on.
Combat Stats
- Melee
- +1 scimitars +14/+14/+9/+9/+4 (1d6+6/15-20 plus 1 Wisdom drain on first hit each round) or<p class="stat-block-2">touch +16 (1d4 Wisdom drain)</p>
- Space
- 10 ft.
- Reach
- 5 ft.
- SR
- 19
- Racial Modifiers
- +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
Wisdom Drain — A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom. A DC 21 Will save negates the Wisdom drain. Unlike with other kinds of ability drain attacks, a lamia matriarch does not heal damage when she uses her Wisdom drain. The save DC is Charisma-based.
Special Qualities
change shape (fixed Medium humanoid form, alter self)
Feats
Double Slice, Extend Spell, Improved Critical (scimitar), Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (scimitar)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
Add your Strength bonus to damage rolls made with your off-hand weapon.
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
When using the weapon you selected, your threat range is doubled.
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Acrobatics +8 (+12 jump), Bluff +21, Climb +13, Diplomacy +11, Disguise +11, Intimidate +20, Knowledge (any one) +15, Knowledge (arcana) +15, Spellcraft +15, Swim +13, Use Magic Device +21
Spells
- Type
- Monstrous Humanoid
- Alignment
- CE
- Size
- Large
- Environment
- any land
- Organization
- solitary, pair, or cult (3-6)
- Treasure
- double (two +1 scimitars, other treasure)
- Senses
- darkvision 60 ft., low-light vision; Perception +3
- Languages
- Abyssal, Common, Draconic
- Source
- Bestiary 2