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Lamia MatriarchCreature 8


LargeBeastHumanoid
Source Pathfinder Monster Core
Perception +15 (darkvision)
Languages Chthonian, Common, Draconic
Skills Lore +15, Athletics +18, Deception +20, Diplomacy +20, Intimidation +18, Occultism +17, Stealth +16, Survival +13
Str +6, Dex +4, Con +3, Int +3, Wis +3, Cha +6

AC 27; Fort +13; Reflex +18; Will +17; +1 status to all saves vs. magic
HP 135
Speed 30 feet (climb 30 feet, swim 30 feet)
Immunities controlled
Resistances Mental 10

Scimitar One Action +19 (+14, +9) to hit (forceful, sweep) 2d6+10 Slashing

+1 Status to All Saves vs. MagicChange Shape One Action (concentrate, occult, polymorph)

The lamia matriarch can take on the appearance of a Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it does prevent them from using their cursed touch. Each lamia matriarch has a fixed humanoid form that resembles their upper torso when in their true form. This is the only humanoid form they can adopt using this ability.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Matriarch's Caress Two Actions (curse, mental, occult)

The lamia matriarch touches a creature, who must succeed at a DC 28 will save or become Stupefied 2 (Stupefied 4 on a critical failure). If the target fails additional saves against this ability, the condition value increases by 1 (increases by 2 on a critical failure, to a maximum of Stupefied 4). This condition value decreases by 1 every 24 hours.

Scimitar Storm Three Actions

The lamia matriarch makes a scimitar attack against each enemy within reach. Each attack counts toward their multiple attack penalty, but the penalty does not increase until after all the attacks. The first enemy they damage is subject to Matriarch's Caress.


Occult Spontaneous Spells (DC 28, +20 to hit)

Cantrips (4th Level): Daze, Detect Magic, Prestidigitation, Read Aura, Telekinetic Hand
1st Level (4 slots): Bless, Force Barrage, Phantom Pain, Soothe
2nd Level (4 slots): Blur, Dispel Magic, Illusory Creature, Invisibility
3rd Level (4 slots): Enthrall, Haste, Mind Reading

Occult Innate Spells (DC 28, +20 to hit)

1st Level: Charm, Illusory Disguise (At Will), Illusory Object (At Will), Sleep, Ventriloquism (At Will)
2nd Level: Blur
4th Level: Suggestion


The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their kind. Consequently, they become rulers of other lamia. For all their cruelty toward other creatures, they're fierce protectors of other lamia, and consequently, they quickly come to rule cults or warbands. Regardless of the lamia's gender, these ascended lamias are always known as matriarchs. A lamia matriarch is set apart from their kindred by the occult power they pursue, and some have even had grand designs to break the animalistic curse that transformed them. However, every attempt so far has led to the matriarch's fall.


Lamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower bodies of serpents. Sinister magic comes naturally to a lamia, and they prefer the use of illusions to deceive prey for later consumption, or simply to torture.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.