Encounters: Anauroch - The Sword - Mountains/Hills (Night)
Lamia (CR 6)
Large Magical Beast
Alignment: Usually chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, and Spot +11
AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Hit Dice: 9d10+9 (58 hp)
Fort +7, Ref +8, Will +7
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +9; Grapple +17
Attack: Touch +12 melee; or dagger +12 melee
Full Attack: Touch +12 melee or dagger +12/+7 melee and claws +7 melee
Damage: Touch 1d4 Wisdom drain; or dagger 1d6+4/19-20, claws 1d4+2
Special Attacks: Spell-like Abilities, Wisdom Drain
Abilities: Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12
Feats: Dodge; Iron Will; Mobility; Spring Attack
Skills: Bluff+14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, and Spot +11
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Climate/Terrain: Temperate deserts
Organization: Solitary, pair or gang (3-6)
Source: Monster Manual
Spell-Like Abilities: 1/day - charm person, major image, mirror image, and suggestion. These abilities are as the spells cast by a 9th-level sorcerer (save DC 11 + spell level).
Wisdom Drain (Su): By making a successful touch attack, a lamia permanently drains 1 point of Wisdom. Lamias try to use this power early in an encounter to make foes more susceptible to charm person and suggestion.
Though a lamia appears to have an array of powerful natural weapons, its legs and claws (or hooves) are not very strong. Lamias wield daggers in combat when not using their Wisdom drain.
Lamias make excellent use of their magical abilities when hunting. They set illusions to lure would-be heroes into perilous situations, then attack from behind.