Lamia, Variant (5e Race)

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A mono-gendered (female) demi-human race, Lamias are predatory carnivores that form tribal villages on the outskirts of civilization, their serpentine tails are powerful enough to bend steel.

Physical Description[edit]

A regional variant of Lamia from Kara-Tur

The lamia are a reptilian race with the upper body of a human and the lower body of a snake. Lamia can grow to be longer than 20 feet and typically weigh somewhere around 1000 pounds when fully grown. Their eyes are almost but not always snake like slits while their ears elongate, similar to elves. A lamia's tongue is very long in length and has a naturally "forked" tip. Like a snake, the tip of a lamia's tongue possesses a sensory organ that allows a lamia to detect smells in the air. Due to their reptilian body they have been known to go several days without food, gorging themselves afterwards. Lamia's skin tone and hair colors cover a wide range of hues and colors, however most fall within the same color range as humans for their top half. Their bottom half covers many more natural colors including purple, pink, green, and even white and grey in some subspecies, some even having multiple colored patterns. These girls will also go through a molting process during regular intervals. In the same manner as snakes shedding their skin, they will tear away the old skin of their lower half and cast it aside -- These skins can contain some of the lamia's innate magic and are valued by some for their uses in crafting or magical applications.


Speculations abound of these reclusive snake woman's origins. Some say the scattered tribes that make up their people were once a prosperous civilization, blessed with the gods bounty till they no longer held up their part of the bargain. In their punishment for the people's hubris, the gods chose to forever mark their people with a curse: The lower half of a snake, their blood running as cold as the treacherous animals. Others say that, like many of the monsters that roam the world, they were given birth to by ancient gods of evil; Their hybrid forms serving to intimidate those weaker willed while able to bridge the gap between human and monster followers. Or perhaps a off shoot from the Yuan-ti or lizardfolk, the Yuan-ti for their part regarding the lamia with jealousy & hatred while considering them little more than a mistake by the gods to be corrected. The lamia, for their part, are no more willing to divulge any such records, their reclusive nature meaning most such information is kept by the lamia themselves. Most modern day lamia find themselves trying to fit into the changing world, a people out of place, their small reclusive villages slowly being impeded upon by humans and other more civilized races and the lamia in turn, cautiously venturing forth to attempt to integrate themselves upon the world.


By tradition and by nature of their race the lamia have long been ruled over by a monarchy that all the dissident tribes once held as their leader. This monarch was chosen not from among some blessed blood line or other given gift, but by whoever was the strongest amongst them. However, as the lamia separated into distant tribes the power of the monarchy has lessened over time as the local tribal leaders have grown in importance -- This is not to say that lamia do not still revere and respect their Monarchy but that true political power has shifted to a more local level.

Believed to be deadly towards humans, lamia are reputed to lure men back to their lairs and kill them after they've had their way with them. However, this is only partially true, as due to being a female-only race, lamias would lure men to their villages and hold them as 'Husbands' against his will until the man agreed. If the male is resistant, lamia will use alchemical compounds such as incense to draw out their lust until they can no longer muster the will to resist. However because of this, lamia have garnered themselves a bad reputation as slavers and killers, though that is not true: Many find themselves almost unnaturally attracted to the lamia they fell prey to and remain in their villages. Due to this causing growing unease in their neighboring villages of non-lamia, they have begun to send out ambassadors and traders, the once reclusive tribes slowly beginning to spread their influence across the land, the tales of these snake-like ladies spread far and wide through their crafts, principally jewelry, clothing, exotic tattoos, and most predominantly a vast quantity of crystals capable of being infused with great magical power.

Skilled listeners and cunning linguists, the lamia rarely lie; rather, they position the truth with great care to achieve the desired result. Those wary of the lamia find them pleasurable to converse with—even at the risk of revealing their deepest secrets. The lamia parley with any kingdom, whether ally or rival, and extend any gesture of friendship necessary to achieve their goals.

Lamia Names[edit]

Lamias tend to have names as varied as humans.

Female: Sea, Gina, Miia, Lucine, Iormu

Lamia Traits[edit]

A race of reptilian females with the upper body of a human and the lower body of a snake.
Ability Score Increase. Your Constitution score increases by 2.
Age. Lamia reach maturity at 15 and can live to be 750 years or older.
Alignment. Varies as much as it does for humans.
Size. Lamia stand between 5 and 6 feet tall when upright, but the total length of their bodies, head to tail, ranges from 20 to as much as 30 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet, though you slither as a snake instead of walking like a normal humanoid.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Snake Body. Instead of grappling a creature with your arms, you can take hold of a creature with your snakelike lower body. Additionally you can use your tail as natural weapon. If you hit with your tail, you deal bludgeoning damage equal to 1d4 + your Strength modifier. When you hit with your tail you can use a bonus action to attempt to grapple the target. A creature grappled by you in this way is wrapped in your lower body. Only one creature can be grappled in this way at a time.
Keen Smell. Due to lamia's snake like tongues they have advantage on Wisdom (Perception) checks that rely on smell.
Languages. You can speak, read and write Common and one other language of your choice.
Subrace. lamia, echidna, medusa, apophis, basilisk

Common Lamia[edit]

Known for living with their own kind in small villages or living stealthily in human settlements, they are extremely intelligent and individualistic. With their snake-like cunning and persistence, and it's said they always obtain whatever they have their eyes on. The most common of lamia primarily use their strong bodies to subdue their prey after ambushing them or luring them in. These girls are said to use their sweet voices, laden with magic, to entice their prey to come closer till they spring on them, coiling their long bodies around their target.

Ability Score Increase. Your Strength score increases by 1.
Snake Charmer. As an action you sweetly call out with your magic laden voice. Target one humanoid within 60 feet of you that can hear you, they must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be charmed. While charmed by you in this way, the target is incapacitated. If the charmed target is more than 5 feet away from you, the target must move on its turn toward you by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to your charming voice for the next 24 hours. You may not use this ability again until you have completed a long rest.
Constrictor. If you grapple with your tail and succeed the target is restrained for the duration of the grapple. In addition, the damage your tail strikes deal is increased to 1d6 + your Strength modifier and you can use a bonus action to squeeze the target dealing bludgeoning damage equal to 1d4 + your Strength modifier.


Echidnas are a subspecies of lamia. Rare and reclusive, they are said to be the "Mothers of all Monsters". This perhaps comes from the fact most are found in other monster lairs, living among them and using them for their protection. This is not to say they aren't strong in their own right, as they are often considered the strongest spell casters in the lamia family. They are said to occasionally visit other races villages in disguise, seeking or spreading information about monster lairs.

Ability Score Increase. Your Intelligence score increases by 1.
False Appearance. As an action you can transform your appearance. You decide what you look like, including your height, weight, facial features, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You can not make yourself quadrupedal, only bipedal. You can not alter the appearance after using this feature. This effect lasts until you end it or it is dispelled. After you use this ability, you can't use it again until you complete a long rest.
Echidna's Legacy. You know one cantrip of your choice from the following list: fire bolt, ray of frost, or eldritch blast. Starting at 3rd level, you can also cast sleep once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the hold person spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race).


Medusa are a species of lamia with snakes for hair. A medusa’s hair turns into snakes from the middle. Each of them can move freely, but since they share the same will as the medusa, if she isn’t hostile, there’s probably no worry of being attacked. However the snake hairs are different from the main body and reflect their feelings and consciousness as is. For this reason, a medusa's snake hair is said to be like a mirror reflecting her heart. Medusa possess the ability to cause the body of whomever they make eye contact with to harden like stone. They are said to be able to exert such control over this ability they can petrify only specific parts of their victims.

Ability Score Increase. Your Wisdom score increases by 1.
Petrifying Gaze. As an action, you can attempt to petrify a creature with your gaze. The target must be within 30 feet and you must be able to see each other. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failure, the target has disadvantage on attack rolls. On success the target is unaffected. A creature affected by this ability must make another Constitution saving throw at the end of each of its turns, ending the effect on a success. If the creature accumulates three failed saving throws against this effect it becomes petrified. The petrification lasts until the creature is freed by a greater restoration spell or other magic. The Medusa may choose to release a creature affected by this ability. After you use this ability, you can't use it again until you complete a short or long rest.
Thick Scales. Your unarmored ac is equal to 12+ your dex modifier. You can benefit from shields as normal while using this trait.


Dark-colored serpents that are said to carry the power of the Nether Realm within themselves. Apophis have a powerful and peculiar neurotoxin within their body, and when they bite someone, they inject it into the body of their prey. Prey, delirious and entranced by the venom, will end up swearing allegiance to the apophis and becoming their servants. According to ancient desert tablets, in ages past there was an apophis - an enormous dark serpent capable of twining around buildings - who ruled over her desert kingdom under mantle of "Demon lord".

Ability Score Increase. Your Dexterity score increases by 1.
Poisonous Fangs. Your sharp fangs drip venom and can be used as natural weapons. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw(DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.
Enthralling Venom. When you bite a target you can forgo the damage to instead attempt to charm it. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). Creatures immune to poison automatically succeed. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you or that it was already hostile toward. At the end of each of its turn, or if you or your companions damage it, the target can make another Constitution saving throw. After you use this ability, you can't use it again until you complete a short or long rest.
Venomous Blood. You have advantage on saving throws against poison, and you have resistance against poison damage.


A race of lamia that has the upper body of a woman, the lower body of a snake, and part of their body covered in plumage. Similar to the creature's called basilisks they are said to have evil eyes with a dreadful piercing gaze that will ruin a person just from being exposed to it. The extremely potent gaze relaxes all the muscles in their prey's body, rendering them unable to move. In this manner, they do possess powerful evil eyes, able to strike fear into those that gaze into them too long. It is for this reason, they almost always hide their face with something such as a mask to seal the power of their evil eyes.

Ability Score Increase. Your Charisma score increases by 1.
Monstrous Ancestry. You have advantage on saving throws against being charmed, and frightened.
Evil Eyes. As an action, you can terrify a creature with your gaze. Target one creature within 60 feet of you that you can see. If the target can see you, it must make a Wisdom saving throw (DC 8+ your proficiency bonus + your Charisma Modifier) or become frightened for 1 minute. If it is out of your line of sight, the target can make another Wisdom saving throw. After you use this ability, you can't use it again until you complete a short or long rest.

Random Height and Weight[edit]

20′ ″ +2d6 feet 1000 lb. × (40) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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