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MONSTERS (L)
Lamia
Medium-Size Magical Beast
Hit Dice: 9d10+9 (58 hp)
Initiative: +2 (Dex)
Speed: 60 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: Touch +9 melee; or dagger +11/+6 melee
Damage: Touch 1 permanent Wisdom drain; or dagger 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, Wisdom drain
Saves: Fort +7, Ref +8, Will +7
Abilities: Str 10, Dex 15, Con 12, Int 13, Wis 15, Cha 12
Skills: Bluff +13, Concentration +11, Hide +14
Feats: Dodge, Iron Will, Mobility, Weapon Finesse (dagger)
Climate/Terrain: Any desert, hill, and
underground
Organization: Solitary, pair, or gang (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Combat
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.
Lammasu
Large Magical Beast
Hit Dice: 7d10+21 (59 hp)
Initiative: +0
Speed: 30 ft., fly 60 ft. (average)
AC: 14 (-1 size, +5_natural)
Attacks: 2 claws +12 melee
Damage: Claw 1d6+6
Face/Reach: 5 ft. by 10 ft./"5_ft.
Special Attacks: Spells, pounce, rake 1d6+3
Special Qualities: Magic circle against evil, spell-like abilities
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 23, Dex 10, Con 17, Int_16, Wis_17, Cha_14
Skills: Concentration +12, Knowledge (arcana) +12, Listen +8
Sense Motive +12, Spot +8*
Feats: Blind-Fight, Combat Casting, Flyby Attack, Iron Will, Lightning Reflexes
Climate/Terrain: Any warm land and
underground
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful good
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Lammasus speak Common, Draconic, and Celestial.
Combat
Spells: A lammasu casts spells as a 7th-level cleric, choosing from any two of the following domains: Good, Healing, Knowledge, and Law. Save DC is 13 + spell level.
Magic Circle against Evil (Su): A lammasu has a continuous magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the lammasu can create it again as a free action on its next turn.
Spell-Like Abilities: 2/day-improved invisibility; 1/day-dimension door. These abilities are as the spells cast by a 7th-level sorcerer.
Pounce (Ex): If a lammasu leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A lammasu that pounces on a creature can make two rake attacks (+12 melee) with its hind legs for 1d6+3 slashing damage each.
Skills: *Lammasus gain a +2 racial bonus to Spot checks during daylight hours.
Lillend
Large Outsider (Chaotic, Good)
Hit Dice: 7d8+14 (45 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 70 ft. (average)
AC: 17 (-1 size, +3 Dex, +5 natural)
Attacks: Sword +11/+6 melee, tail slap +6 melee
Damage: Sword 1d8+5, tail slap 2d6+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Improved grab, constrict 2d6+5, spells, spell-like abilities
Special Qualities: Poison immunity, fire resistance 20
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18
Skills: Appraise +12, Concentration +12, Knowledge (arcana) +12, Listen +13,
Perform (any ten) +14, Spellcraft +12, Wilderness Lore +17
Feats: Combat Casting, Extend Spell
Climate/Terrain: Any land and underground
Organization: Solitary or covey (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic good
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Lillends speak Celestial, Infernal, Abyssal, and Common.
Combat
Spells: A lillend casts arcane spells as a 6th-level bard. Save DC is 14 + spell level.
Spell-Like Abilities: 3/day-darkness, hallucinatory terrain, knock, and light; 1/day-charm person, speak with animals, and speak with plants. These abilities are as the spells cast by a 10th-level bard (save DC 14 + spell level).
A lillend also has the bardic music ability as a 6th-level bard.
Improved Grab (Ex): To use this ability, the lillend must hit an opponent of up to Medium-size with its tail slap attack. If it gets a hold, it can constrict.
Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check against opponents of up to Medium-size. This uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.
Skills: Lillends receive a +4 racial bonus to Wilderness Lore checks.
Lizardfolk
Medium-Size Humanoid (Aquatic, Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft.
AC: 15 (+5 natural) or 17 (+5 natural, +2_large shield)
Attacks: 2 claws +2 melee (or morningstar +2 melee), bite +0 melee; or javelin
+1 ranged
Damage: Claw 1d4+1, morningstar 1d8+1, bite 1d4, or javelin 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 13, Dex 10, Con 13, Int_9, Wis_10, Cha 10
Skills: Balance +4, Jump +7, Swim +9
Feats: Multiattack
Climate/Terrain: Temperate and warm marsh
Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of
3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1
leader of 4th-10th level)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Lizardfolk speak Draconic.
Combat
Skills: Thanks to their tails, lizardfolk receive a +4 racial bonus to Jump, Swim, and Balance checks (the numbers in the statistics block do not reflect check penalties for large shields).
Lizardfolk Characters
A lizardfolk’s favored class is druid. Lizardfolk clerics (shamans) can choose any two of the following domains: Animal, Plant, and Water.
Locathah
Medium-Size Humanoid (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: +1 (Dex)
Speed: 10 ft., swim 60 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: Longspear +1 melee; or light crossbow +2 ranged
Damage: Longspear 1d8; or light crossbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11
Skills: Craft (any one) +3, Listen +4, Spot +4
Feats: Blind-Fight
Climate/Terrain: Warm aquatic
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level sergeants and 1
leader of 3rd-6th level), or tribe (30-100 plus 100% noncombatants plus 1
3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level
captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Locathah Characters
A locathah’s favored class is barbarian. Locathah clerics can choose two of the following domains: Animal, Protection, and Water.