Lamia Matriarch
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.
- HP
- 102 (12d10+36)
- AC
- 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, -1 size)
- Speed
- 40 ft., climb 40 ft., swim 40 ft.
- Init
- +4
- 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.
- BAB
- +12
- CMB
- +18
- CMD
- 32 (can't be tripped)
- Fort
- +7
- Ref
- +12
- Will
- +11
- SR
- 19
- Racial Modifiers
- +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Weapons: Simple
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.
change shape (fixed Medium humanoid form, alter self)
Double Slice, Extend Spell, Improved Critical (scimitar), Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (scimitar)
<p class="stat-block-1"> Add your Strength bonus to damage rolls made with your off-hand weapon.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
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
- 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
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Uses feat: Double Slice (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Extend Spell (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Two-Weapon Fighting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Two-Weapon Fighting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ventriloquism (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Deep Slumber (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dream (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Major Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mirror Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Suggestion (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Haste (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Death Knell (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Light Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Divine Favor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mage Armor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Magic Missile (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dancing Lights (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Daze (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ghost Sound (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mage Hand (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mending (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Prestidigitation (Spell)House/Core — covered by the site's Section 15.
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