Sources
CR
Type
Size
Alignment
Movement

Lamia

Large Monstrosity, Chaotic Evil

Armor Class 13 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 30 ft.
STR
16
+3
DEX
13
+1
CON
15
+2
INT
14
+2
WIS
15
+2
CHA
16
+3
Skills Deception +7, Insight +4, Stealth +3
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common
Challenge 4 (1,100 XP)

Spellcasting

Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.

At will: disguise self (any humanoid form), major image

1/day: geas

3/day each: charm person, mirror image, scrying, suggestion

Actions

Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:14 (2d10 + 3) slashing damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:5 (1d4 + 3) piercing damage.

Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit:The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

Lore

Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on jackalweres to perform various tasks, sending them across the wastes to capture slaves or steal treasures from caravans, encampments, or villages, concealed by the lamia's magic as they attack.