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Lamia Matriarch Abjurant Champion 3

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

Lamia Matriarch abjurant champion 3 CR 11

XP 4,800
Lamia matriarch abjurant champion 3
NG Large monstrous humanoid (shapechanger)
Init
+4; Senses darkvision 60 ft., low-light vision, see through obscuring vapors (goz mask); Perception +14

DEFENSE

AC 27, touch 15, flat-footed 23 (+3 armor, +2 deflection, +4 Dex, +9 natural, –1 size)
hp
127 (15d10+45)
Fort
+10, Ref +15, Will +16; +4 against wind
Resist Cold 20
Immune mind-affecting effects; SR 19

OFFENSE

Speed 40 ft., climb 40 ft., swim 40 ft.
Melee
+1 frost longsword/scimitar +17/+17 (OH)/+12/+8 (1d8+7 slashing/19-20 + 1d6+1 cold or offhand 1d6+3/18–20 plus 1 wisdom drain on first hit each round) or touch +21 (1d4 Wisdom drain)
Space
10 ft.; Reach 5 ft.
Special Attacks
wisdom drain
Domain Abilities (CL 13th; concentration +20(+24 Combat Casting);

6/day—Untouched by the Seasons (Su), Go with the Flow (Su)
9/day—Lightning Lord (Sp)

Spell-Like Abilities (CL 13th; concentration +20(+24 Combat Casting))

At will—charm monster (DC 21), ventriloquism (DC 18)
3/day—deep slumber (DC 20), dream, major image (DC 20), mirror image, suggestion (DC 20)

Spells Known (CL 13th; concentration +20(+24 Combat Casting))

4th (5/day DC 19)—dimension door, freedom of movementD, shadow conjuration
3rd (8/day DC 18)—call lightningD, dispel magic, haste, stone shape
2nd (8/day DC 17)—detect thoughts, fog cloudD, glitterdust, heroics, invisibility
1st (8/day DC 16)—enlarge person, expeditious retreat, mage armor, magic missile, obscuring mistD, protection from evil
0 (at will DC 15)—create water, dancing lights, daze, detect magic, ghost sound, mage hand, mending, prestidigitation

D domain spell; Domains Flowing, Seasons

STATISTICS

Str 22, Dex 19, Con 17, Int 16, Wis 16, Cha 25
Base Atk
+15; CMB +22; CMD 36 (can’t be tripped)
Feats
Combat Casting, Echoing Spell, Extend Spell, Practiced Spellcaster (sorcerer), Quicken Spell, Spell Perfection (heroics), Two-Weapon Fighting, Versatile Spellcaster
Skills
Acrobatics +12 (+16 jump), Bluff +28, Climb +14, Diplomacy +18, Disguise +13, Intimidate +11, Knowledge (arcana) +18, Knowledge (religion) +15, Perception +14, Ride +8, Spellcraft +21, Stealth +13, Swim +14, Use Magic Device +23; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Skill Tricks Swift Concentration
Languages Abyssal, Common, Draconic
SQ
change shape (fixed Medium humanoid form, alter self), undersized weapons
Gear goz mask, jade worship thorns (+1 Resistance to saves), ring of protection +2
2 +1 Scimitars
Backpack
- Silk rope, 50 feet
- 4 days Rations (perishable)
- engraved silver smoking pipe
- opium, 3 doses
- blue lotus, 4 doses
- cinnamon, 5 doses
- crushed coca leaf, 3 doses
- harmal seeds, 2 doses
- nutmeg, 1 dose
Sack
- Potion of Water Breathing, 1
- Scroll of Speak With Plants, 1
- uncut topaz, 1
- finely cut amethyst, 1
- uncut diamond, 2
- noble's outfit (includes signet ring and jewelry)
- several obsidian daggers, one inscribed with glowing green sigils and clearly magical. (Ritual Magic, +1 bane weapon)
- enough coins to mostly make up for the cost of bribing the drakes
- a set of jade worship thorns intended to be worn in the ears. Mildly magical. (+1 Resistance bonus to saves, stabilize once a day)
- several pieces of golden jewelry
- a large fan made of linked peacock feathers. Magical (at will gust of wind variant)
- 2 ceramic potion flasks inset with images of Piltzintecuhtli, the Young Prince. Mildly magical.
- several obsidian-toothed club-swords of varying sizes, and a dozen usable spears.
- a bag of ivory dice. Mildly magical (Reroll d20 once a day or sacrifice to remove curse)
- 3 tarnished silver rings, and a necklace of jade beads.
- +1 Frost Blue Ice Longsword (increases cold damage from Frost property and channeled spell effects per die rolled. 1d8+1 slashing damage, 1d6+1 cold damage)
- a spell component pouch
- a linen bag with small but sharply pointed drake teeth and blood inside (Power Components)
- 5 vials of blood, mildly magical
- A potion of fire resistance
- obsian cylinder (1, it's the center of a darkness effect. 2, it's fragile. 3, when you break it, it unleashes an explosion of frost and negative energy)
- hoar spirit's light cancelling rod
- 2 Potions of Expeditious Retreat
- 1 Potion of Cure Critical Wounds
- 1 Ring of Protection +2
- A Goz Mask, similar to what Tenoc is wearing. Normally only high priests wear them, but desperate times, etc. It might help bypass some of the temple's wards and traps, in addition to the mask's inherent powers.
- Scrolls: Insect Plague, Summon Infernal Host and Holy Ice
- Ring of Protection +2
- Cloak of Charisma +4
- Ring of Bluff +5
- Belt of Strength +2
- Boots of Constitution +2 (Unfortunately not wearable most of the time)
- Gorget of Resistance +2
- Ring of Protection +1
- Amulet of Natural Armor +1
- Bracers of Armor +3
- Potions: Infernal Healing, Jump, Resist Energy, Magic Fang
- Greater Hat of Disguise
- Sword-generating bracelet.

- High Priest Staff (CL 10)
At will: Call Lightning, Control Water, Obscuring Mist, Fog Cloud, Water Breathing
3/day: Control Weather, Control Winds, Elemental Body IV (water only), Storm of Vengeance, Whirlwind

SPECIAL ABILITIES

Spells

This lamia matriarch casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a lamia matriarch.

Wisdom Drain (Su)

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.