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by Jamie Baty

DMR2 67
Medium Monstrous Humanoid
Hit Dice: 8d8 (36 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares)
Armour Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +8/+12
Attack: Tail +12 melee (2d8 +4)
Full Attack: Tail +12 melee (2d8 +4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict, dominating illusion, improved grab
Special Qualities: Damage reduction 10/magic, darkvision 60ft., spell immunities
Saves: Fort +2, Ref +9, Will +8
Abilities: Str 19, Dex 16, Con 10, Int 14, Wis 15, Cha 15
Skills: Bluff +4, Concentration +6, Disguise +7, Hide +9, Listen +10, Move Silently +8, Search +4, Spot +10, Survival +8
Feats: Alertness, Combat Reflexes, Quicken Spell-like Ability
Environment: Temperate, Warm deserts
Organisation: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +6

The lamara is a solitary, evil desert creature with the head and torso of a human and the lower body of a snake. It cannot speak, but it understands common and draconic, as well as any other regional languages.
The lamara finds victims through trickery and deceit. It produces illusions to mask its true nature and usually appears as an attractive human (or other humanoid). It will use its victims for protection, and often will toy with them cruelly. When it tires of its victim, it will slay them mercilessly.

A lamara will usually allow its dominated victims fight for it. While its victims fight, the lamara will hide and avoid combat until it has created a suitable illusion for its foes. Lamara rarely rushes into combat, preferring to ambush foes once an illusion has been created.
Lamara are proficient with simple weapons, but they rarely use them, preferring their tail attack if forced to melee. They are not proficient with any armour or shields.

Constrict (Ex): A lamara that has successfully grappled a foe with its tail causes an additional 1d8+6 hp of crushing damage per round.

Dominating Illusion (Sp): At will, a lamara may disguise itself with an illusion that the lamara is a very attractive member of a humanoid species (usually a species similar to its intended victim). Anyone of the opposite sex within 50ft. viewing the illusion must make a Will save vs DC 18 (Cha based, +2 racial bonus) or become dominated by the lamara. This domination acts as the spell dominate person (CL 10th.)
Characters viewing the lamara from beyond 50ft. are allowed a Spot check vs the lamara's Disguise check. If the character wins the check, he notices something is not quite right, and receives a +4 bonus to his Will save to avoid domination by the lamara.

Improved Grab (Ex): If a lamara hits a medium or smaller target with its tail, it may start a grapple as a free action, without suffering an attack of opportunity. If it wins the grapple check, it establishes a hold and may constrict.

Damage Reduction (Su): A lamara has damage reduction of 10/magic. A lamara's tail attack is considered a magic weapon for purposes of overcoming damage reduction.

Spell Immunities (Ex): A lamara is immune to all charm, dominate and hold spells and spell-like abilities.

Lamara as Characters
A lamara's favoured class is sorceror. Lamara clerics may choose two of the following domains: Domination, Evil and Trickery.