TheRaven SRD 3E

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MONSTERS (L)

Lamia
Medium-Size Magical BeastHit 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 meleeDamage: Touch 1 permanent Wisdom drain; or dagger 1d4Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Spell-like abilities, Wisdom drainSaves: Fort +7, Ref +8, Will +7Abilities: Str 10, Dex 15, Con 12, Int 13, Wis 15, Cha 12Skills: Bluff +13, Concentration +11, Hide +14Feats: Dodge, Iron Will, Mobility, Weapon Finesse (dagger)
Climate/Terrain: Any desert, hill, and undergroundOrganization: Solitary, pair, or gang (2-4)Challenge Rating: 6Treasure: StandardAlignment: Usually chaotic evilAdvancement: 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 BeastHit Dice: 7d10+21 (59 hp)Initiative: +0Speed: 30 ft., fly 60 ft. AC: 14 (-1 size, +5_natural)Attacks: 2 claws +12 meleeDamage: Claw 1d6+6Face/Reach: 5 ft. by 10 ft./"5_ft.Special Attacks: Spells, pounce, rake 1d6+3Special Qualities: Magic circle against evil, spell-like abilitiesSaves: Fort +8, Ref +7, Will +7Abilities: Str 23, Dex 10, Con 17, Int_16, Wis_17, Cha_14Skills: 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 undergroundOrganization: SolitaryChallenge Rating: 8Treasure: StandardAlignment: Always lawful goodAdvancement: 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 meleeDamage: Sword 1d8+5, tail slap 2d6+2Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Improved grab, constrict 2d6+5, spells, spell-like abilitiesSpecial Qualities: Poison immunity, fire resistance 20Saves: Fort +7, Ref +8, Will +8Abilities: Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18Skills: Appraise +12, Concentration +12, Knowledge (arcana) +12, Listen +13, Perform (any ten) +14, Spellcraft +12, Wilderness Lore +17Feats: Combat Casting, Extend Spell
Climate/Terrain: Any land and undergroundOrganization: Solitary or covey (2-4)Challenge Rating: 7Treasure: StandardAlignment: Always chaotic goodAdvancement: 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: +0Speed: 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 rangedDamage: Claw 1d4+1, morningstar 1d8+1, bite 1d4, or javelin 1d6+1Face/Reach: 5 ft. by 5 ft./5 ft.Saves: Fort +1, Ref +3, Will +0Abilities: Str 13, Dex 10, Con 13, Int_9, Wis_10, Cha 10Skills: Balance +4, Jump +7, Swim +9Feats: Multiattack
Climate/Terrain: Temperate and warm marshOrganization: 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: 1Treasure: 50% coins; 50% goods; 50% itemsAlignment: Usually neutralAdvancement: 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 rangedDamage: Longspear 1d8; or light crossbow 1d8Face/Reach: 5 ft. by 5 ft./5 ft.Saves: Fort +3, Ref +1, Will +1Abilities: Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11Skills: Craft (any one) +3, Listen +4, Spot +4Feats: Blind-Fight
Climate/Terrain: Warm aquaticOrganization: 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: 1/2Treasure: StandardAlignment: Usually neutralAdvancement: 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.