D&D Fight Club
Sowelleile: Lamia Wizard (Acolyte of the Skin)
By Robert Wiese

Sowelleile (no one ever pronounces it, but a sage saw it written down once) started down a dark path as she reached maturity among the lamia. Naturally solitary, the lamia fall to evil easily because of their natures as mockeries of both humans and felines. Sowelleile was searching for evil arcane knowledge when she found a tome that described the bonding of a demon's skin to one's own. Thus her life was decided, and she worked toward that horrible goal.

Fierce in battle when necessary, she knows that she lacks strength as a fighter and prefers to use spells to soften up adventurers -- or sneakily drain Wisdom so that they cannot resist her mind-influencing charms. She'll cast expeditious retreat as soon as she perceives a fight brewing; her increased speed is far more than most adventurers can handle. As a full Acolyte of the Skin (a prestige class from Tome and Blood: A Guidebook to Wizards and Sorcerers), she uses her fearsome appearance and powers as best as she can without getting into melee.

Unfortunately, Sowelleile's choice to become an Acolyte of the Skin was not a good one for her, as the powers tend to bring her into melee more than she would like. She tries to use them at a distance, and therefore suffers from lack of effectiveness. If your adventurers are particularly tough, give her some monster allies, preferably outsiders such as fiendish goblins or fiendish ogres. She is not a mastermind villain, one who sits in the shadows and manipulates legions of underlings. She likes combat itself a little too much for that. Making her a challenge for a group of prepared adventurers may prove a challenge for you as a DM, too.

You do not need the Tome and Blood accessory to use Sowellile in your campaign, as the relevant parts of the prestige class text have been included below her statistics. She is presented in three versions, for varied challenge levels, and with magic items equivalent to the value that a NPC of her level should have.

[9th-level Lamia]/1st-level Wizard

[9th-level Lamia]/5th-level Wizard

[9th-level Lamia]/5th-level Wizard/5th-level Acolyte of the Skin

Challenge Rating: 7 [6 Lamia +1 wizard]

Challenge Rating: 11 [6 Lamia +5 wizard]

Challenge Rating: 16 [6 Lamia +5 wizard +5 acolyte of the skin]

Hit Dice: 9d10 [Lamia] + 1d4 [wizard] +10 [Con]

Hit Dice: 9d10 [Lamia] + 5d4 [wizard] +14 [Con]

Hit Dice: 9d10 [Lamia] + 5d4 [wizard] +5d4 [acolyte of the skin] +19 [Con]

Hit Points: 62

Hit Points: 74

Hit Points: 86

Initiative Modifier: +2 (+2 Dex)

Initiative Modifier: +3 (+3 Dex)

Initiative Modifier: +4 (+7) (Dex)

Speed: 60 ft.

Speed: 60 ft.

Speed: 60 ft.

Armor Class: 19 [+2 Dex, +5 natural, +2 ring of protection]

Armor Class: 24 [+3 Dex, +5 natural, +3 ring of protection, +3 bracers of armor]

Armor Class: 27 (30) [+4 (+7) Dex, +5 natural, +4 ring of protection, +4 bracers of armor]

Attacks:

  • Touch +9 melee [+9 Lamia, +0 wizard] (Wisdom drain)

OR

  • Dagger +12/+7 melee [+9 Lamia, +0 wizard, +2 Dex from Weapon Finesse, +1 dagger] (1d4+1)

Attacks:

  • Touch +11 melee [+9 Lamia, +2 wizard] (Wisdom drain)

OR

  • Dagger +16/+11/+6 melee [+9 Lamia, +2 wizard, +3 Dex from Weapon Finesse, +2 dagger] (1d4)

Attacks:

  • Touch +13 melee [+9 Lamia, +2 wizard, +2 acolyte of the skin] (Wisdom drain)

OR

  • Dagger +21/+16/+11 (+24/+19/+14) melee [+9 Lamia, +2 wizard, +2 acolyte of the skin, +4 (+7) Dex from Weapon Finesse, +4 dagger] (1d4)

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Special Attacks/Qualities:

  • Darkvision 60 ft. and low-light vision
  • Spell-like Abilities -- 1/day: charm person, major image, mirror image, suggestion, all as cast by 9th-level wizard (save DC = 11 + spell level)
  • Wisdom Drain (Su) -- Lamias drain 1 point of Wisdom permanently on a successful touch attack.
  • Spells (prepare 3/2 per day from spellbook listed below):
    0 (DC 13) -- all; 1st (DC 14) -- endure elements, expeditious retreat, hypnotism, magic missile, shield.

Special Attacks/Qualities:

  • Darkvision 60 ft. and low-light vision
  • Spell-like Abilities -- 1/day: charm person, major image, mirror image, suggestion, all as cast by 9th-level wizard (save DC = 11 + spell level)
  • Wisdom Drain (Su) -- Lamias drain 1 point of Wisdom permanently on a successful touch attack.
  • Spells (prepare 4/4/3/2 per day from spellbook listed below):
    0 (DC 13) -- all; 1st (DC 14) -- cause fear, charm person, endure elements, expeditious retreat, grease, hypnotism, mage armor, magic missile, shield, sleep, unseen servant, ventriloquism; 2nd (DC 15) -- cat's grace, hypnotic pattern, invisibility, protection from arrows, see invisibility, spectral hand, web; 3rd (DC 16) -- fly, haste, nondetection, protection from elements, suggestion, summon monster III.

Special Attacks/Qualities:

  • Darkvision 60 ft. and low-light vision
  • Spell-like Abilities -- 1/day: charm person, major image, mirror image, suggestion, all as cast by 9th-level wizard (save DC = 11 + spell level)
  • Wisdom Drain (Su) -- Lamias drain 1 point of Wisdom permanently on a successful touch attack.
  • Spells (as 7th-level wizard from prestige class levels, prepare 4/5/4/3/1 per day from spellbook listed below, plus recall one 3rd level per day due to pearl of power):
    0 (DC 13) -- all; 1st (DC 14) -- burning hands, cause fear, charm person, endure elements, expeditious retreat, grease, hypnotism, mage armor, magic missile, ray of enfeeblement, shield, sleep, unseen servant, ventriloquism; 2nd (DC 15) -- blindbess/deafness, cat's grace, hypnotic pattern, invisibility, levitate, protection from arrows, scare, see invisibility, spectral hand, web; 3rd (DC 16) -- fly, haste, nondetection, protection from elements, slow, suggestion, summon monster III, vampiric touch; 4th (DC 17) -- charm monster, dimension door, rainbow pattern, stoneskin.
  • Wear Fiend and Skin Adaptation (Su) -- has a demon's skin bonded to her own. Provides +2 natural armor, a +2 inherent Dex modifier, darkvision 120 ft., and the ability to cast poison 2/day as 16th-level caster, all included where appropriate.

    The +2 bonus provided by the demon skin is lower than the lamia's normal natural armor, so it does not affect her armor class.
  • Flame Resistant (Ex) -- fire resistance 20.
  • Fiendish Glare (Su) **

Saving Throws:

Fortitude +7 [+6 Lamia, +0 wizard, +1 Con]

Reflex +8 [+6 Lamia, +0 wizard, +2 Dex]

Will +9 [+3 Lamia, +2 wizard, +2 Wis, +2 Iron Will]

Saving Throws:

Fortitude +10 [+6 Lamia, +1 wizard, +1 Con, +2 Great Fortitude]

Reflex +10 [+6 Lamia, +1 wizard, +3 Dex]

Will +11 [+3 Lamia, +4 wizard, +2 Wis, +2 Iron Will]

Saving Throws:

Fortitude +14 [+6 Lamia, +1 wizard, +4 acolyte of the skin, +1 Con, +2 Great Fortitude]

Reflex +11 [+6 Lamia, +1 wizard, +1 acolyte of the skin, +3 Dex]

Will +15 [+3 Lamia, +4 wizard, +4 acolyte of the skin, +2 Wis, +2 Iron Will]

Strength: 10

Strength: 10

Strength: 10

Dexterity: 15

Dexterity: 16

Dexterity: 18 (24)

Constitution: 12

Constitution: 12

Constitution: 12

Intelligence: 16

Intelligence: 16

Intelligence: 17

Wisdom: 15

Wisdom: 15

Wisdom: 15

Charisma: 11

Charisma: 11 (+2 to Charisma checks from circlet of persuasion)

Charisma: 11 (+2 to Charisma checks from circlet of persuasion)

Skills [34 Lamia, 5 wizard]: Bluff +13 [12 Lamia, +1 Cha], Concentration +12 [10 Lamia, 1 wizard, +1 Con], Hide +14 [12 Lamia, +2 Dex], Knowledge (the Planes, Outer) +7 [4 wizard, +3 Int]

Skills [34 Lamia, 25 wizard]: Bluff +15 [12 Lamia, +1 Cha, +2 competence bonus from circlet], Concentration +16 [10 Lamia, 5 wizard, +1 Con], Hide +15 [12 Lamia, +3 Dex], Knowledge (arcana) +8 [5 wizard, +3 Int], Knowledge (nature) +5 [2 wizard, +3 Int], Knowledge (the Planes, Outer) +11 [8 wizard, +3 Int], Spellcraft +8 [5 wizard, +3 Int]

Skills [34 Lamia, 25 wizard, 25 acolyte of the skin]: Bluff +15 [12 Lamia, +1 Cha, +2 competence bonus from circlet], Concentration +21 [10 Lamia, 5 wizard, 5 acolyte, +1 Con], Hide +16 (+19) [12 Lamia, +4 (+7) Dex], Intimidate +11 [8 acolyte, +1 Cha, +2 competence bonus from circlet], Knowledge (arcana) +11 [5 wizard, 3 acolyte, +3 Int], Knowledge (nature) +6 [2 wizard, 1 acolyte, +3 Int], Knowledge (the Planes, Outer) +16 [8 wizard, 5 acolyte, +3 Int], Spellcraft +11 [5 wizard, 3 acolyte, +3 Int]

Feats [4 Lamia + wizard bonus feat 1st class level]: Dodge, Iron Will, Mobility, Scribe Scroll, Weapon Finesse (dagger).

Feats [4 Lamia + 12th-level character + wizard bonus feat 1st and 5th class level]: Dodge, Great Fortitude, Iron Will, Mobility, Scribe Scroll, Silent Spell, Weapon Finesse (dagger).

Feats [4 Lamia + 12th and 15th and 18th level character + wizard bonus feat 1st and 5th class level + acolyte bonus feat 4th class level]: Dodge, Combat Casting, Combat Reflexes, Great Fortitude, Iron Will, Mobility, Scribe Scroll, Silent Spell, Still Spell, Weapon Finesse (dagger).

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Languages: Common, Abyssal

Languages: Common, Abyssal

Languages: Common, Abyssal

Equipment: The bonuses for these items are included in the statistics above. [16,000 gp for 10th-level character]: +1 dagger [2,305 gp], ring of protection +2 [8,000 gp], wand of hold person [4,500 gp for 50 charges], three potions of cure moderate wounds [900 gp total]

Equipment: The bonuses for these items are included in the statistics above. [45,000 gp for 14th-level character]: +2 dagger [8,305 gp], ring of protection +3 [8,000 gp], bracers of armor +3[9,000 gp], circlet of persuasion [4,500 gp], wand of hold person [4,500 gp for 50 charges], two potions of cure moderate wounds [600 gp total]

Equipment: The bonuses for these items are included in the statistics above. [170,000 gp for 19th-level character]: +4 dagger [32,305 gp], ring of protection +4 [32,000 gp], bracers of armor +4[16,000 gp], gloves of dexterity +6 [36,000 gp], amulet of proof vs. detection and location [35,000 gp], circlet of persuasion [4,500 gp for 50 charges], pearl of power (3rd level spell) [9,000 gp], wand of hold person [4,500 gp for 50 charges], two potions of cure moderate wounds [600 gp total]

The following information about the acolyte of the skin prestige class is quoted from Tome and Blood:

The temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own skin with that of a living demon is a goal that most couldn't even conceive of, let alone consider. But this ghastly fate is exactly what some spellcasters seek in their desperate quest.

The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few barely legible copies survive -- or at least references thereto -- along with promises of great power. Spellcasters who happen upon such documents can choose to destroy or ignore the find, but the temptation has already occurred. Those who give in can eventually stumble upon the complete ritual, usually through extended contact with one or more summoned fiends who are all too eager to share their terrible knowledge.

Acolytes of the skin are ill-suited to any position other than one that wields temporal power. Although NPC acolytes may sometimes serve more powerful evil characters as sinister captains, they would rather be calling the shots. They prefer to remain safely ensconced in well-defended fortresses of evil, though sometimes an acolyte may lead an expedition to retrieve a rumored tome of evil arcane magic or other artifact of malign power.

** At 3rd level, the acolyte of the skin gains the supernatural ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte's eye. Glaring is a standard action that affects any creature she can see within 100 feet. Opponents must succeed at a Will save (DC 20) or be appalled by the terrible promise of retribution in the acolyte's eyes, suffering a -2 morale penalty to attack rolls, damage rolls, and saving throws for 10 minutes. A creature with 50 or fewer hit points is also stunned for 3d4 rounds, one with 51 to 100 hit points is stunned for 2d4 rounds, and one with 101 to 150 hit points is stunned for 1d4 rounds. A creature with 151 hit points or more is not stunned but still suffers the -2 morale penalty if it fails its saving throw.

About the Author

Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.


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