D&D Homebrew - The Lamia [Monster Racial Class]

    A shapechanging harbinger of desolation and tyranny, the Lamia is a monster all too gifted at preying upon humanity...  And above them, terrifying masters of arcane power, the Lamia Noble rule over the chaos they unleash!
    
A monster redesign and monster class for Dungeons & Dragons 3e/3.5; created by Aboleth Eye!  
    
As always, though this was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye

Photo by Simon Hurry on Unsplash

Author's Notes/Intro
    Hi everyone!  I am breaking tradition for my past homebrew experiments by starting off with a few caveats.  First off, I did not create the Lamia or the Lamia Noble, as depicted in the Dungeons & Dragons 3e/3.5 roleplaying game.  They are canon monsters made for 3e/3.5 edition in the D&D Monster Manual (2003) book, by authors Monte Cook, Jonathan Tweet and Skip Williams.  Later, for the 2007 super-module Expedition to the Demonweb Pits, authors Wolfgang Bauer and Gwendolyn F.M Kestrel built on the original monster by creating the Lamia Noble.
    There was a lot of development for D&D in between these two books.  The Lamia were built at the start of 3e/3.5, while the noble's were nearer the end of that era.  Yes, the Lamia specifically are the focus I am sticking with for this post.  But I do want to point out that the game was also reaching new heights to the potential D&D modules, monsters, character classes, spells, races, and other elements could each.  And it seems like when the Expedition book designers decided to take a look at improving the Lamia into the Noble caste, some key elements got lost.  The two monsters barely fit together this jump in monster design did not fully mesh the two distinct eras together.
    I will be honest though, one of the biggest things I have done is fixing a major error in the base Lamia. Their Wisdom drain ability is scary unbalanced, and there was effectively no way to resist or heal from it. But the Lamia Noble base monster oddly had ways to restore the drained Wisdom in the text. So I decided to fully integrate the two abilities, and that is where the idea of the Lamia Noble prestige class philosophy came in. 
    The homebrewing I have done for the Lamia and the Lamia Noble are not a disparagement or criticism on how they were done initially.  Frankly, the fact that I got sucked into this wormhole of monster re-design only came about because a friend really wanted to play a Lamia.  This is simply meant to offer a new solution for D&D hosts and players to explore and include these fascinating, overlooked creatures in their own games.  In a way that won't outright break your own games due to lack of editing or game design coherency!
    The Lamia Noble aspect to this homebrew-slash-redesign experiment is on its own post.  There is just too much information to share about them to include them here!  Click here for the Lamia Noble lore and monster prestige class homebrew/redesign!
    Thank you for understanding.  Check out the original lore and books regarding the Lamia, and I hope this homebrew-slash-redesign inspires you all to give these malevolent lionesses and insidious serpents a chance to beguile you as much as they did me!
    For more information on Lamia and their unique history within Dungeons & Dragons, check out this 2016 EN World forum post by Echohawk.  The writer collected decades of lore and canon information regarding the Lamia and other related creatures.  It has been a fantastic resource for refining and adapting their lore. 

    -- Aboleth Eye

Lamia from the Dungeons & Dragons Monster Manual (2000)

Origins & Physiology

    Lamia in the setting of Dungeons & Dragons are magical beasts that prey upon humanity.  They are enormous creatures with the upper bodies of beautiful humanoids with feline eyes and traits, and from the waist down they have the bodies of lions.  Like a giant feline centaur.
    Fully grown, a lamia stands almost 8 feet long and 6 feet tall at the front, weighing about 700 pounds.  They are typically native to deserts of temperate climate.  The creatures are carnivorous, not only feeding upon the flesh of humans but also finding nourishment in the devastation they leave in their wake.  These creatures often seek to bring down a large humanoid settlement or city with their powers of illusion and seduction, claiming the ruins and all that dwell within as their dens.  
    The lamia are cruel and evil creatures--it is in their animal nature to deceive and devour.  They are also equipped with powerful tools at their disposal in their drive towards devastating others.  Innate powers of illusion and enchantment to deceive their prey, devastating lion's claws to tear others apart, and they are also intelligent enough to plan ahead.  They even speak the Common language shared by most humanoid societies to seduce, intimidate or trick those they speak with.  
    Additionally, their touch alone allows them to make their prey more susceptible to their charms—draining their victims’ willpower with just a touch.  They despise a fair fight and utilize any form of trickery or advantage they can take against humanoid creatures.
    Despite their humanoid features and intellect, they are actually a breed of magical beast.  What power shaped these creatures into such dangerous predators--their origins are extremely unclear.  Some say they descended from a woman cursed by the gods for cannibalizing her children, and in revenge she roamed the earth preying on humanity and birthing more monsters as revenge.  
    Others claim the most ancient obyrinth of the Abyss, Pale Night, is the mother to the entire lamia race.  This is speculation, however, by scholars of ill-repute.  Any mortal histories of the White Lady of Madness are lost to the ages (and no demon dares speak of the Mother of Dreams for the sake of their masters and their own sanity) …  The lamia themselves are not interested in their origins.  They are entirely forward thinking, pursuing plans to dominate and destroy rather than seek knowledge from their own pasts.  Cowards on top of it all, they have no reservations about supplicating themselves to any powerful entity who offers to further their gifts and guide them to great slaughter and decadence.
    The lamia are a matriarchal society, much like lions themselves; with males of their own kind (as well as male slaves of other races) used as physical labor, defenders of their dens or simple breeding stock.  Female lamia are the primary hunters and masterminds behind the ruination of cities and villages, and they typically claim rule and ownership of any followers, treasure or beguiled slaves.  However, lamia are cunning enough to follow the leadership of the most powerful creature among them—typically a strong female spellcaster or a powerful demon. 
    Male lamia are very rare.  A male and female lamia will form breeding pairs when they meet offspring, but any couplings only last a year before the creatures grow disgusted or suspicious of each other.  Female lamia can breed with any male humanoid, as well as their own kind.  Males on the other hand, being so rare, are unable to procreate with other races--which suits the hedonistic monsters just fine.  However, supposedly for one week out of a year the creatures become overwhelmed by powerful lust; and they seemingly attempt to breed with any humanoid they can enthrall or capture, or they journey to meet one of their own kind.
    Extremely rarely, when a lamia breeds with a humanoid they will produce a Lamia Noble instead of another lion-like creature.  Nobles are extremely rare, a unique and powerful caste among their kind.  
    There seems to be no end to the strange possibilities in physical traits when it comes to the Lamia.  Some regions supposedly have lamia with deer-like lower bodies rather than feline.  They seemingly no limits to their exact half-monstrous forms.  Perhaps they have evolved alongside developing humanoid civilizations to fit their environment and the culture of their prey?
     According to myths, these creatures are called Mothers of Monsters.  They supposedly can create all sorts of abominable children when they breed, not just nobles or leonine lamia.  Lamia Nobles, the most powerful of lamia kind, are supposedly only created when a lamia breeds with a full humanoid creature.  However, when two mundane lamia breed they typically create only more lion-like lamia; and only rarely will they create some other strange abomination.  
    One such possibility are the Sa'ir, hybridized and sterile lion-goat creatures.  Sa'ir are large and mostly goat-like in form, except they have the faces, manes and front legs of lions.  The creatures roam like lions, often taking command of a pride, or they trick humanoids into approaching them by pretending to be grazing herd animals.  The creatures are not liked by their lamia parents, and their litters are usually tossed out to survive on their own upon its birth.  Luckily the creatures are omnivorous and not malevolent like their parentage suggests; they are able to survive on plant matter but not overly malicious towards other beasts and humanoids unless hungry.
    Finally, there are legends of a creature born from a Lamia Noble and a tanar'ri demon, usually one devoted to Graz'zt the Dark Prince.  Known as Carnevus Demons, these fiends appear to be malformed abominations of two humanoid creatures put together.  With two arms, forked tongues in two mouths and a penchant for deceptive illusions, they luckily do not tread far from the Abyss and are often kept out of power due to their diluted fiendish blood. 

Lamia Culture & Personality

    With the vicious and cruel temperaments, as well as an extreme sense of pride over all other things, it comes as no surprise that Lamia do not get along with other monsters.  They especially despise ones immune to their Wisdom draining abilities, or those with equal magical abilities.  Other creatures are meant to serve them--usually they keep a healthy stock of giants, gnolls, ogres and other meaty creatures in a cult-like army serving them.  
    These predators often pursue furthering their gifts at arcane spells, and will often summon demons to serve them as spies or shock troopers.  Additionally, with their perverse desires for tormenting lives and finding pleasure in excessive spoils from ruining civilizations, they often serve demonic lords of decadence and corruption.  Mariliths and succubi are common creatures these psychopathic beasts find brief kinship with.  Some even have the talent for divine magic and serve powerful demons of decadence and slaughter--such as Graz'zt or Yeenoghu, depending on their individual personality and how much their fiendish lord promises them in return.  
    Lamia despise all forms of naga, seeing them as a perverse mockery of their noble caste’s serpentine traits and as rivals for the same resources or spoils.  Medusa and yuan-ti, also serpentine in nature, are also despised by these magical beasts; but a lamia will risk everything and everyone they own to destroy a naga, or at least scare one off from their territory.   
    Humans, demihumans and even some monstrous humanoid races are seen as food first to lamia.  Second, and only when they have plenty of food around, are these races seen as slaves to attend to their every whim.  While some cultures mythologize or even worship lamia for their powers, lamia see them always as lesser things to be killed brutally and fed upon.  Everything these humanoid races create is ripe for the taking.  
     When a lamia is old enough to hunt on their own, they are cast out or run away from their cruel parents to seek out slaughter and glory on their own.  They stalk sand dunes and wastelands in the guise of helpless maidens or travellers.  Once they deceive their prey in getting in touching range, they slowly sap away their victim's willpower to make them perfectly suitable dinner or slaves.
    If a lamia finds a suitable den to hoard their spoils and slaves, they will rarely leave more than ten miles from them.  Humanoid cities with palaces and temples are seen as great spots for their dens--and they will slowly infiltrate these societies using their gifts of changing form and spreading chaos to claim these thrones for themselves.  

Lamia Racial Traits

    To play a Lamia as a player character in Dungeons & Dragons 3e/3.5 edition, use the following racial traits.  They are extremely powerful creatures with devastating abilities to confuse and kill their enemies.  A lamia is considered equivalent to a 13th level character due to its Level Adjustment and Racial Hit Dice.
    Otherwise, use the Lamia Monster Class progression below to slowly level up in power.
  • Racial Ability Scores:  Strength +8, Dexterity +4, Constitution +2, Intelligence +2, Wisdom +4, Charisma +2
  • Large Magical Beast 
  • Racial Hit Dice: 9d10
    • Racial BAB: +9
    • Racial Base Saves: Fort +6, Ref +6, Will +3
    • Feats:  A lamia starts with four feats due to its racial Hit Dice.  Typically Dodge, Iron Will, Mobility and Spring Attack are recommended for a base Lamia.
    • Racial Skills: Bluff, Concentration, Diplomacy, Disguise, Hide, Intimidate, Spot
      • Racial Skill Points: (2 + Intelligence modifier) x 12
      • Lamias have a +4 racial bonus on Bluff and Hide checks.
  • Speed: base land speed 60 feet
  • Natural Weapons: 2 claws (1d4 + Strength modifier)
  • Natural Armor: +7
  • Racial Weapon Proficiency: natural weapons and daggers, no armor/shields
  • Special Attacks/Abilities:
    • Wisdom Drain (Su): On a successful melee touch attack, a Lamia drains 1d4 points from the target; crit threat X2.  A lamia can make a single draining melee touch attack as a standard action.  Lamias are immune to the wisdom drain ability of their own kind.  The touched creature must make a Will save to negate the wisdom drain (save DC equals 10 + ½ the lamia’s Hit Dice + their Charisma modifier).
      • A lamia’s wisdom drain effect is permanent unless an owl’s wisdom is cast upon an affected target within one day, a lesser restoration spell within one week, or by a restoration spell within a year of being drained.
      • A creature cannot be drained below Wisdom 3 or less by this Wisdom drain effect.   Lamias and creature immune to ability damage are immune to this ability.
    • Spell-like Abilities: caster level 9th, save DCs are Charisma-based
      • At-will: alter self, ventriloquism
      • 3/day: charm monster (DC 14+), major image (DC 13+), mirror image, suggestion (DC 13+)
      • 1/day: deep slumber (DC 13+)
  • Special Qualities:
    • Low-light Vision
    • Darkvision 60 feet
  • Automatic Languages: Common or the dominant regional language of humans
    • Bonus Languages: Abyssal, Elven, Infernal, Ogre, Orc
  • Favored Class: Sorcerer
    • After completing their racial class, most Lamia continue on as Sorcerers, often specializing in illusion and evocation spells.  
    • Lamia clerics typically are chaotic evil and worship a Demon Prince of the Abyss, such as Graz’zt the Dark Prince or others related to corruption and slaughter.  They often have cults of gnolls, ogres and other monstrous races serving them.
    • Rarely, a Lamia will decide to undertake the great challenge and life-changing ritual to become a Lamia Noble.  This is a unique prestige class available only to Lamia.
  • Level Adjustment: +4
    • ECL: 13+
  • Alignment: usually chaotic evil

Lamia [Monster Class]

    As you can see above, Lamia are extremely powerful creatures not suited for low-level campaigns.  I thought that was no good, and so I decived to make the Lamia into a fully playable monster class!  

Starting Racial Traits:
  • Medium Magical Beast 
  • Base land speed: 40 feet
  • Base Racial Ability Bonuses: Constitution +2, Intelligence +2, Charisma +2
  • Natural Armor: +3
  • Natural Weapons: 2 claws (1d3 slashing + Strength modifier)
  • Racial Skills: +4 racial bonus on Bluff and Hide Checks.
  • Special Qualities:
  • Low-light Vision
  • Darkvision 60 feet
  • Languages: Common or the dominant regional language for humanoids 
  • Bonus Languages: Abyssal, Elven, Infernal, Ogre, Orc
  • Alignment: Lamia are almost always chaotic evil, due to their carnivorous natures and manipulative abilities.
  • Favored Class: Sorcerer
    • After completing their racial class, most Lamia continue on as Sorcerers, often specializing in illusion and evocation spells.  
    • Lamia clerics typically are chaotic evil and worship a Demon Prince of the Abyss, such as Graz’zt the Dark Prince or others related to corruption and slaughter.  They often have cults of gnolls, ogres and other monstrous races serving them.
    • Rarely, a Lamia will decide to undertake the great challenge and life-changing ritual to become a Lamia Noble.  This is a unique prestige class available only to Lamia - check it out here!
Abilities: Lamia primarily rely on their Charisma score for everything, out of an insane sense of their own importance but also because it feeds into their shapeshifting and deceptive abilities.  Eventually they will be extremely strong front-line combatants, but as instinctive cowards they use Dexterity to shoot spells from afar and flee overwhelming odds.  Intelligence is typically ignored, as they typically improve their natural spontaneous arcane talents and do not have the human patience to study prepared magic.

Racial Hit Dice: d10

Racial Class Skills: Bluff, Concentration, Diplomacy, Disguise, Hide, Intimidate, Spot    
    Skill Points per Hit Dice: 2 + Intelligence modifier, quadruple at 1st Hit Dice

Table: the Lamia Monster Class
LevelHit DiceBABFortRefWillSpecial
1st1d10+1+2+2+0Feat, Starting Traits
2nd2d10+2+3+3+0Dexterity +2, Deceptive (1/day)
3rd3d10+3+3+3+1Feat, Natural Armor +4
4th--+3+3+3+1Strength +2, Wisdom Drain (1)
5th4d10+4+4+4+1Wisdom +2, Deceptive (3/day)
6th5d10+5+4+4+1Large Size, Claws (1d4), Natural Armor +5, Speed 50 feet
7th--+5+4+4+1Strength +2, Wisdom Drain (1d2)
8th6d10+6/+1+5+5+2Feat, Dexterity +2; Manipulative (1/day)
9th7d10+7/+2+5+5+2Deceptive (at-will), Natural Armor +6
10th--+7/+2+7+5+2Strength +2, Wisdom Drain (1d3)
11th8d10+8/+3+6+6+2Wisdom +2, Manipulative (3/day),
12th9d10+9/+4+6+6+3Feat, Deep Slumber, Natural Armor +7
13th--+9/+4+6+6+3Strength +2, Wisdom Drain (1d4)


Proficiencies: A lamia is proficient with its natural attacks and daggers.  They are proficient with no armor or shields.

Deceptive (Sp): Starting at 2nd level, a Lamia can use alter self and ventriloquism as spell-like abilities.  They may use these spell-like abilities each once per day.  Their alter self ability only allows a lamia to assume the form of a single humanoid, resembling their upper body’s humanoid appearance but allowing them to disguise their lion-like lower body when they eventually grow to Large size.  
    Caster level equals their racial Hit Dice; save DCs are Charisma-based.
    At 5th level, a Lamia can use their Deceptive spell-like abilities three times per day each.
    At 9th level, a Lamia can use their Deceptive spell-like abilities at-will.

Wisdom Drain (Su): Starting at 4th level, a lamia’s touch drains 1 point of Wisdom on a successful melee touch attack.  A lamia can make a single touch attack as a standard action on its turn.  Lamias are immune to the wisdom drain ability of their own kind.  
    A touched creature must make a Will save to negate the Wisdom Drain (the save DC equals 10 + ½ the lamia’s Hit Dice + their Charisma modifier).  The wisdom drain is permanent unless an owl’s wisdom is cast upon the target within a day; a lesser restoration spell within a week, or a restoration spell within one year.
    A creature cannot be drained below 3 Wisdom by this supernatural ability.
    At 7th, 10th and 13th level the damage of the lamia’s Wisdom drain ability increases (maximum 1d4 at 13th level).

Large Size: At 6th level a Lamia’s size increases to Large.  Their space becomes a 10 foot square (with 5 foot reach).  
    Additionally, their natural claw attack increases to 1d4 plus their Strength modifier, and their base land speed increases to 50 feet. 

Manipulative (Sp): Starting at 8th level, a Lamia can use the following spell-like abilities once per day: charm monster, major image, mirror image and suggestion.  
    Caster level equals their racial Hit Dice; save DCs are Charisma-based.
    At 11th level, a Lamia can use their Manipulative spell-like abilities each three times per day.

Deep Slumber (Sp): At 12th level, a Lamia can use deep slumber as a spell-like ability once per day.  
    Caster level equals their racial Hit Dice; save DCs are Charisma-based.


Illustration for "Chased out of the City" Encounter
Expedition to the Demonweb Pits (2007)