Medium fiend (golite, Shapechanger), chaotic evil

Armor Class 14
Hit Points 78 (12d8 +24)
Speed 30 ft.

16 (+3) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

Skills Acrobatics +8, Athletics +7, Deception +6, Perception +5, Stealth +8
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 13
Languages Common, Infernal
Proficiency Bonus +4
Challenge 9 (5,000 XP)


  • Ambusher. In the first round of a combat, the lammikin has advantage on attack rolls against any creature it surprised.
  • Siege Monster. The lammikin deals double damage to objects and structures.
  • Surprise Attack. If the lammikin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.


  • Multiattack. The lammikin makes two attacks with its Sickle. It can replace one of its attacks with Blood Drink if it has inflicted a lingering wound on a nearby creature.
  • Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 6 (1d4 + 4) slashing damage plus 21 (6d6) necrotic damage. If the target is a living creature (not an Undead or Construct), it suffers a lingering wound that causes it to take 7 (2d6) necrotic damage at the start of each of its turns. Each time the lammikin hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom (Medicine) check.
  • Blood Drink. The lammikin licks the blood off its sickle. It can only use this action if it has inflicted lingering wounds with its sickle in the last minute. It regains hit points equal to the cumulative damage dealt by lingering wounds up to that point. After licking the blood off its sickle, the lammikin cannot regain hit points from its Blood Drink feature again until it inflicts another lingering wound with its sickle.


  • Change Shape. The lammikin can polymorph into a Medium humanoid or back into its true form, which is its base form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Shadow Stealth. While in dim light or darkness, the lammikin can take the Hide action as a bonus action.


A lammikin’s true form is a twisted and grotesque creature that resembles a humanoid, yet its skin is pallid and its features distorted. Its fingers end in sharp claws, and its eyes glow with an eerie malevolence. When in humanoid form, a lammikin can appear as anyone it chooses, often luring victims by pretending to be someone they trust.

Lammikins, also known as Long Lankin, are malevolent fiends that lurk in the shadows and prey on the fears of children. It is said to haunt remote places and abandoned structures, making it a perfect embodiment of nightmares.

Lammikin feeds on despair, particularly targeting infants and young children. It uses its shapechanging abilities to infiltrate households, pretending to be a caretaker or loved one. Once inside, it reveals its true form, sowing panic and distress before attacking its victims.

Lammikins are native to the Third Circle of Infernus, Golos, where they acquired their taste for blood.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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