Library / Bestiary

Lamia Matriarch

CR 8.00 Monstrous Humanoid CE Large
This creature looks like a beautiful human woman from the waist up, but below is the body and tail of an immense snake.

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.

STR
20
DEX
19
CON
17
INT
16
WIS
16
CHA
21
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

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)

undersized weapons

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

spell-like abilities:
At will—Charm Monster, At will—Ventriloquism, 3/day—Deep Slumber, 3/day—Dream, 3/day—Major Image, 3/day—Mirror Image, 3/day—Suggestion
spells known:
3rd (4/day)—Haste, 2nd (6/day)—Death Knell, 2nd (6/day)—Invisibility, 1st (8/day)—Cure Light Wounds, 1st (8/day)—Divine Favor, 1st (8/day)—Mage Armor, 1st (8/day)—Magic Missile, At will—Dancing Lights, At will—Daze, At will—Detect Magic, At will—Ghost Sound, At will—Mage Hand, At will—Mending, At will—Prestidigitation
Details
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
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.