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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Conversion of System Rules Document monster information to XML format Copyright 2001 John Hanju Kim.
Lamia
SizeAndType: Medium-Size Magical Beast
HitDice: 9d10+9 (58)
Initiative: +2 (Dex)
Speed: 60 ft.
ArmorClass: 17 (+2 Dex, +5 natural)
Attacks: Touch +9 melee; or dagger +11/+6 melee
Damage: Touch 1 permanent Wisdom drain; or dagger 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: 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)
ClimateAndTerrain: Any desert, hill, andunderground
Organization: Solitary, pair, or gang (2-4)
ChallengeRating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Description
General
Special Ability

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).

Special Ability

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
SizeAndType: Large Magical Beast
HitDice: 7d10+21 (59)
Initiative: +0
Speed: 30 ft., fly 60 ft. (average)
ArmorClass: 14 (-1 size, +5 natural)
Attacks: 2 claws +12 melee
Damage: Claw 1d6+6
FaceAndReach: 5 ft. by 10 ft./ 5 ft.
SpecialAttacks: Spells, pounce, rake 1d6+3
SpecialQualities: Magic circle against evil, spell-likeabilities
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
ClimateAndTerrain: Any warm land and underground
Organization: Solitary
ChallengeRating: 8
Treasure: Standard
Alignment: Always lawful good
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Description
General

Lammasus speak Common, Draconic, and Celestial.

Special Ability

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.

Special Ability

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.

Special Ability

Spell-Like Abilities: 2/day-improved invisibility; 1/day-dimension door. These abilities are as the spells cast by a 7th-level sorcerer.

Special Ability

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.

Special Ability

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
SizeAndType: Large Outsider (Chaotic, Good)
HitDice: 7d8+14 (45)
Initiative: +3 (Dex)
Speed: 20 ft., fly 70 ft. (average)
ArmorClass: 17 (-1 size, +3 Dex, +5 natural)
Attacks: Sword +11/+6 melee, tail slap +6 melee
Damage: Sword 1d8+5, tail slap 2d6+2
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Improved grab, constrict 2d6+5, spells, spell-like abilities, bardic music
SpecialQualities: 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
ClimateAndTerrain: Any land and underground
Organization: Solitary or covey (2-4)
ChallengeRating: 7
Treasure: Standard
Alignment: Always chaotic good
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Description
General

Lillends speak Celestial, Infernal, Abyssal, and Common.

Special Ability

Spells: A lillend casts arcane spells as a 6th-level bard. Save DC is 14 + spell level.

Special Ability

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).

Special Ability

Bardic Music (Su):A lillend also has the bardic music ability as a 6th-level bard.

Special Ability

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.

Special Ability

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.

Special Ability

Fire Resistance (Ex): A lillend is immune to nonmagical fire and has magic fire resistance 20.

Skills: Lillends receive a +4 racial bonus to Wilderness Lore checks.

Lizardfolk
SizeAndType: Medium-Size Humanoid (Aquatic, Reptilian)
HitDice: 2d8+2 (11)
Initiative: +0
Speed: 30 ft.
ArmorClass: 15 (+5 natural) or 17 (+5 natural, +2 large shield)
Attacks: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged
Damage: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1
FaceAndReach: 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
ClimateAndTerrain: Temperate and warm marsh
Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
ChallengeRating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Description
General

Lizardfolk speak Draconic.

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).

A lizardfolk's favored class is druid. Lizardfolk clerics (shamans) can choose any two of the following domains: Animal, Plant, and Water.

Locathah
SizeAndType: Medium-Size Humanoid (Aquatic)
HitDice: 2d8 (9)
Initiative: +1 (Dex)
Speed: 10 ft., swim 60 ft.
ArmorClass: 14 (+1 Dex, +3 natural)
Attacks: Longspear +1 melee; or light crossbow +2 ranged
Damage: Longspear 1d8; or light crossbow 1d8
FaceAndReach: 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
ClimateAndTerrain: Warm aquatic
Organization: Company (2-4), patrol (11-20 plus 2 3rd-levelsergeants 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)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Description
General

A locathah's favored class is barbarian. Locathah clerics can choose two of the following domains: Animal, Protection, and Water.