Lamatsu, the Firstborn Vampiress
“Meet Lamatsu: The seductive, bloodthirsty vampiress who hunts the innocent and wields unimaginable power—are you ready to face her wrath?”

Lamatsu is a fearsome and unpredictable vampiress from the depths of the infernal planes, a being of terrifying beauty and twisted malevolence. Once a mortal woman, she was taken in by Lilith, the Lord of the Sixth, and transformed into a powerful creature with vampiric traits and demonic powers. Known as “Lamashtu” or “She Who Erases,” she is a being of both seduction and horror, feeding off the blood of the innocent—especially children and pregnant women—while leaving behind destruction in her wake. Lamatsu revels in hunting her prey through the wilds, often luring adventurers into deadly games or stalking entire villages under the cover of darkness.
The Purpose and Dark Aspirations of Lamatsu
Lamatsu’s rise to power is deeply intertwined with the influence of Lilith, whom she came to serve. Once a lowly mortal, she now embodies a potent combination of vampiric and demonic powers. Her actions are driven by a chaotic and destructive nature, with a special focus on the suffering of the innocent. Lamatsu is particularly obsessed with children, often stealing them from their homes to drain their blood, while she delights in tormenting her victims—spreading disease, sterility, and nightmares in her wake. Her cruelty is amplified by a bitter past, particularly the loss of her own child, which fuels her obsession with destruction.
However, Lamatsu’s existence is not without purpose. She harbors a deep connection to Lilith, whose goals of expanding her worship and achieving godhood resonate with Lamatsu’s own ambitions. By spreading chaos across the Prime Material Plane, Lamatsu furthers Lilith’s influence while asserting her own dominance over both vampires and wild nature. She seeks to spread fear, control the forces of nature, and destroy any semblance of peace or safety wherever she goes.
Her ultimate goal is to grow more powerful, creating an empire of vampiric creatures and corrupting the land wherever she treads. In her mind, the suffering of mortals, particularly women, children, and those she can dominate, is not only a personal pleasure but also a means to achieve her place among the most powerful entities in existence.
Lamashtu 5e
Lamashtu 3.5
Lamatsu, the Firstborn Vampiress

Medium Undead (Vampire, Fiend), Chaotic Evil
Armor Class 22 (Natural Armor)
Hit Points 410 (40d8 + 240)
Speed 40 ft., fly 90 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 24 (+7) | — | 20 (+5) | 26 (+8) | 30 (+10) |
Saving Throws Dex +14, Wis +15, Cha +17
Skills Perception +15, Insight +14, Stealth +14, Arcana +13, Deception +17, Persuasion +17
Damage Resistances Necrotic, Poison
Damage Immunities Cold, Lightning
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 25
Languages Common, Infernal, Elvish, Abyssal, Druidic
Challenge Rating 32 (225,000 XP)
Traits:
Vampire Traits. Lamatsu has the following vampire traits:
- Regeneration. Lamatsu regains 30 hit points at the start of her turn if she has at least 1 hit point.
- Undead Fortitude. If damage reduces Lamatsu to 0 hit points, she must make a DC 25 Constitution saving throw, unless the damage is radiant or from a critical hit. On a success, she drops to 1 hit point instead.
- Spider Climb. Lamatsu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Charm. Lamatsu can cast charm person at will, without expending a spell slot. She can only affect humanoids.
Legendary Resistance (3/Day). If Lamatsu fails a saving throw, she can choose to succeed instead.
Fiendish Nature. Lamatsu has advantage on saving throws against being charmed or frightened.
Actions:
Multiattack. Lamatsu makes three attacks: one with her bite, one with her claws, and one with her wings.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 30 (6d8 + 6) piercing damage plus 17 (5d6) necrotic damage. The target must succeed on a DC 24 Constitution saving throw or be drained of 1 level of exhaustion. If the target is a humanoid, it must succeed on a DC 22 Charisma saving throw or be charmed by Lamatsu for 24 hours.
Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 6) slashing damage.
Wings. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Vampiric Domination (Recharge 5-6). Lamatsu can attempt to dominate a creature that she can see within 30 feet of her. The target must succeed on a DC 25 Wisdom saving throw or fall under Lamatsu’s control for 1 hour. The dominated target obeys Lamatsu’s commands to the best of its ability. The effect ends early if the target is damaged by Lamatsu or her allies.
Spellcasting. Lamatsu is a 15th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). She has the following spells prepared:
- Cantrips (at will): Thaumaturgy, Prestidigitation, Chill Touch, Toll the Dead
- 1st level (4 slots): Disguise Self, Command, Cure Wounds, Detect Magic
- 2nd level (3 slots): Mirror Image, Hold Person, Misty Step
- 3rd level (3 slots): Counterspell, Fireball, Bestow Curse
- 4th level (3 slots): Greater Invisibility, Phantasmal Killer
- 5th level (2 slots): Dominate Person, Cloudkill
- 6th level (1 slot): True Seeing, Harm
- 7th level (1 slot): Plane Shift, Finger of Death
- 8th level (1 slot): Power Word Stun
- 9th level (1 slot): Meteor Swarm
Legendary Actions:
Lamatsu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Lamatsu regains spent legendary actions at the start of her turn.
- Detect. Lamatsu makes a Wisdom (Perception) check.
- Move. Lamatsu moves up to her speed without provoking opportunity attacks.
- Vampiric Embrace (Costs 2 Actions). Lamatsu makes a bite attack against a target she is grappling.
Lair Actions:
When in her lair, Lamatsu can use lair actions. On initiative count 20 (losing ties), she can take one lair action to cause one of the following effects:
- Summon Dark Minions. Lamatsu summons 1d4 dire wolves or 1d6 swarms of bats, which appear within 30 feet of her.
- Shadow Curse. Lamatsu casts Bestow Curse on a creature she can see within 60 feet.
- Terrifying Presence. Lamatsu uses her Charm ability on a creature she can see within 30 feet, without expending a spell slot.
Regional Effects:
The region within 6 miles of Lamatsu’s lair becomes infused with her dark influence. The effects are as follows:
- Nightmares. Creatures that sleep within the region must succeed on a DC 18 Wisdom saving throw or suffer a nightmare, causing them to take 7 (2d6) psychic damage and gain a level of exhaustion.
- Corrupted Nature. Plants in the area become twisted, growing in unnatural shapes, with thorns and blood-red blooms. Animals become hostile, and humanoids experience a sense of dread when entering the area.
- Shadowy Influence. At night, the shadows themselves seem to come alive, shifting and moving with Lamatsu’s will. Creatures within 30 feet of any shadow have disadvantage on Wisdom (Perception) checks and can be surprised even if they are not normally surprised.
Tactics:
Lamatsu prefers to strike from the shadows, using her flight to stay out of melee range while using her powerful spells and abilities to control the battlefield. She will first attempt to charm and dominate weaker enemies, weakening their morale. She uses Vampiric Domination to cause chaos among the enemy ranks, and will pick off isolated individuals with her bite, draining their strength and vitality. Lamatsu’s lair gives her the advantage of summoning minions, and she will take full advantage of her Shadowy Influence and Terrifying Presence to keep enemies off balance and disoriented.
If cornered, Lamatsu uses her Vampiric Embrace to regain hit points and will not hesitate to retreat using Misty Step or Plane Shift to regain the upper hand.
Lamashtu

Originally posted by Phaedros of Dice Freaks
Lamatsu was taken in by Lilith, the Lord of the Sixth. In Malebolge, Lamatsu greatly expanded her control over the forces of nature and the elements, and took on many of Lilith’s personal views in the process. It was Lilith that gave Lamatsu the title from which her name arose: Lamashtu, or “she who erases”. Lilith foresaw that Lamatsu could become a useful ally, and was able to tolerate her chaotic nature (Lilith had drifted towards Neutral Evil by that time, seeking to expand her worshipper base).
By the time Lamatsu was ready to leave Hell for the Prime, she had taken to the devil’s teachings so closely that some scholars believed she was simply another aspect of Lilith. Lamatsu couldn’t care less either way, and Lilith has continued to support her since – this confusion serves only to increase Lilith’s influence on the Prime, which in turn brings her closer to her goal of godhood.
Lamatsu now dwells almost entirely upon the Prime. She prefers not to be tied to a specific location for long, and moves from nation to nation, world to world. Lamatsu enjoys hunting prey that can give her a challenge, espically within a natural environment. She occasionally commands wild beasts (usually wolves or dire wolves) to venture into civilized areas and attack the populace, in the hopes of luring adventurers out into the forest for a deadly game of cat-and-mouse. While she can – and does – feed on the blood of animals, it provides less sustenance, and she greatly prefers feeding on humanoids. She flits through towns and cities under cover of darkness, peering in the windows for suitible targets.
If she sees a young man, she prefers seduction to slaying them outright – a habit that has led some to mistake her for a succubus. But whereas Kanchelsis might undertake a long, involved courtship to seduce someone, Lamatsu relies entirely on her appearance and animal magnetism (and her domination ability, failing that) to force herself on them immediately. While she takes some blood, the sadistic vampire allows them to live – leaving them with disease, sterility, and constant nightmares.
Her true targets are babies and small children. She steals them from their beds or cribs, then drains them of blood. Even unborn babies are not safe – Lamatsu will attack pregnant women in order to destroy the fetuses. This facet of her behaviour showcases Lilith’s influence more than anything, though it is also strongly influenced by Lamatsu’s bitterness over the loss of her own child. Interestingly, other women are usually ignored. When she selects people to become new vampires, she usually chooses powerful women – even ones she has recently slain the husbands or children of. Unless she has an immediate need for them, however, her creations are generally left to their own devices as their master moves on.
Lamatsu despises Pazuzu, the Demon Prince of the Abyssal Air. She once encountered the demon, and he destroyed her in the ensuing battle, banishing her from the cosmos for six-hundred years. The mere sight of his symbol now repulses her. Those loremasters that know of this suggest that pregnant women on worlds Lamatsu has appeared should wear the monster’s symbol in order to keep themselves safe from the vampiress.
In her true form, Lamatsu appears as a beautiful human woman with creamy white skin, bright sapphire-blue eyes, and long, pale blonde hair. She will dress in almost anything – from ornate gowns and beautiful dresses, to tattered rags, to nothing at all – and always has a wild look about her. Another preferred form is one with red eyes and black hair, making her more closely resemble Lilith. In either case, she can sprout wings at will – either raven-feathered or bat-like – and her fingers can become sharp claws.
Lamatsu | |
Ranger 20, Druid 30 | |
Medium undead (Augmented Humanoid) | |
Hit Dice | 50d12+650 (980 hp) |
Initiative | +17 (+9 Dexterity, +8 Superior Initiative) |
Speed | 120 ft. (24 squares), Fly 120 ft. (good) |
AC | 55 (+9 Dexterity, +11 natural, +11 deflection, +6 profane, +8 armor), touch 36, flat-footed 46 |
Base Attack/Grapple | +35/+45 |
Attack | Bite +50 melee (6d6+15 plus 12 Constitution); or spell +45 melee touch or +44 ranged touch. |
Full Attack | Bite +50 melee (6d6+15 plus 12 Constitution) and two claws +48 melee (1d6+10) and two wings +48 melee (1d4+10); or spell +45 melee touch or +44 ranged touch. |
Space/Reach | 5 ft./5 ft. |
Special Abilities | Blood drain, children of the night, create spawn, disease, domination, favored enemies (animal +4, humanoid [human] +6, magical beast +2, outsider (evil) +4, undead +2), rebuke/command vermin 12/day, salient abilities, spell-like abilities, spells. |
Special Qualities | Alternate form, a thousand faces, animal companion, camouflage, damned, DR 25/epic, good, and silver, evasion, fast healing 30, gaseous form, hide in plain sight, immunity to cold and electricity, nature sense, permanent spells, resistance to acid 20 and sonic 10, resist nature’s lure, sleep of the dead, spider climb, SR 40, sunlight vulnerability, swift tracker, the hunger, trackless step, turn resistance +12, two-weapon mastery, undead traits, wild empathy +41, wild shape 9/day (large, tiny, plant, huge, huge elemental 3/day), woodland stride. |
Saves | Fort +44, Ref +53, Will +44 (+48, +57, +48 vs. spells) |
Abilities | Strength 31, Dexterity 29, Constitution –, Intelligence 24, Wisdom 35, Charisma 32 |
Skills | Bluff +19, Climb +30, Concentration +51, Diplomacy +17, Handle Animal +48, Heal +24, Hide +37, Intimidate +16, Jump +30, Knowledge (dungeoneering) +14, Knowledge (geography) +27, Knowledge (local [Hell]) +12, Knowledge (nature) +68, Knowledge (the planes) +17, Listen +62, Move Silently +37, Ride +25, Search +35, Sense Motive +20, Spellcraft +70, Spot +62, Survival +67 (+69 to avoid getting lost, +73 in natural environments, +69 when on other planes, +69 when tracking, +69 when underground), Swim +30. |
Feats | Alertness, Animal Affinity, Combat Reflexes, Dodge, Endurance, Eschew Materials, Great Fortitude, Greater Two-Weapon Fighting, Improved Initiative, Improved Toughness, Improved Two-Weapon Fighting, Lightning Reflexes, Multiattack, Natural Spell, Power Attack, Run, Self-Sufficient, Track, Two-Weapon Fighting. |
Epic Feats | Bane of Enemies, Blinding Speed, Epic Fortitude, Epic Reflexes, Epic Skill Focus (spellcraft), Epic Speed, Epic Spellcasting, Improved Combat Reflexes, Ignore Material Components, Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (silver), Spell Opportunity, Superior Initiative. |
Languages | Common, Druidic, Elven, Infernal. |
Salient undead Abilities | Clawed, Dark Blessing, Firstborn, Frightful Presence, Seductive, Spell-Like Abilities, Winged. |
Climate/Terrain | Any land or underground. |
Organization | Solitary (unique); or with handmaidens (2d6 level 15-20 elder vampires). |
Challenge Rating | 47 |
Treasure | Bracers of Reflection, Ring of Spellwarding, Periapt of Pests; triple standard. |
Alignment | Chaotic Evil |
Advancement | None |
Combat

Lamatsu’s normal feeding behaviour is described above, but should she ever become threatened or attacked (in a manner that could successfully deal damage to her), she turns on her foes with rage. She is a brutal, ruthless combatant, and enjoys tearing people apart unarmed whenever possible.
Against more serious threats, she relies on her spells and special abilities – she will try to take the battle into a forest if possible, use guerillia tactics, and utilize whatever animals or vampires she has at her disposal. If she suffers heavy damage (over 2/3rds of her HP), she will retreat and hide until she recovers, then return, hoping to wear her foes down – only when overmatched and without the means to restore herself will she truly flee. Even then, she will soon seek vengeance.
Lamatsu’s special abilities have a save DC of 46 unless noted otherwise.
Lamatsu’s natural weapons are treated as cold iron, epic, evil, and silver for the purposes of overcoming damage reduction.
Disease (Ex): Lamatsu is the carrier of a strange disease, granted to her by Lilith. Any male who engages in sexual contact with Lamatsu will take 6 points of Constitution damage after one hour has passed (Fort negates), unless a remove disease spell is applied before then. Regardless of the success or failure of that save, if a remove disease spell has still not been applied after one day, that male must make another Fortitude save or become permanently impotent. Only a miracle spell cast by a cleric of at least 21st level that worships a nature or fertility deity can undo this.
Firstborn (Unique Salient Ability): As one of the original vampires, Lamatsu may demand fealty from her lesser kindred. Her domination power can affect any other vampire (save Kanchelsis), overriding their normal immunity to mind-influencing effects. They take a -6 penalty to their Will saves against this ability (in addition to the -11 seduction penalty, if applicable).
- In addition, vampires created by the firstborn reap the benefits of their potent bloodline. A vampire created by Lamatsu may begin at the Elder age category, as though it had been a vampire for up to 200 years. Lamatsu may select the salient abilities such a vampire is granted.
- Finally, the primal vampires are notoriously difficult to kill. If Lamatsu would be destroyed (rather than simply forced into gaseous form), she will reform somewhere on her homeworld after 6d100 years.
Several other methods exist to put her to rest, however. Lamatsu and Kanchelsis must willingly atone at a temple to a good deity, or willingly complete their marriage ceremony at dawn. In either case, the curse would be lifted and they would pass on. If Lamatsu consumed all of Kanchelsis’ blood (or vice-versa), returning the blood taken in their cemetary pact, the curse would end and both would be destroyed.
Permanent Spells (Sp): Lamatsu’s bite, claw, and wing attacks are all under the effects of permanent greater magic fang +5 spells. She also benefits from constant detect magic and see invisibility effects. Each of these were made permanent by one of her minions (caster level 24th).
Ranger Spells Per Day: 6/6/6/6; base DC 22 + spell level. Caster level 10th. Typical Spells Prepared:
- 1st – alarm, entangle, pass without trace, read magic (x2), speak with animals;
- 2nd – animal messenger, detect evil, detect good, scent, sleep, snare;
- 3rd – control plants, detect favored enemy, mark of the hunter, phantasmal decoy, water walk (x2);
- 4th – freedom of movement, implacable pursuer, nondetection, polymorph self, tree stride, wind wall.
Druid Spells Per Day: 6/8/8/8/8/7/6/6/6/5; base DC 22 + spell level. Caster level 30th. Typical Spells Prepared:
- 0th – darkseed, daze animal, detect poison, light, preserve organ, scarecrow;
- 1st – camouflage, entangle, extract drug, faerie fire, invisibility to animals, obscuring mist, produce flame, sandblast;
- 2nd – briar Web, circle of nausea, cloudburst, creeping cold, decomposition, flaming sphere, scent, warp wood;
- 3rd – call lightning, contagion, false bravado, infestation of maggots, poison, sleet storm, snare, spike growth;
- 4th – blight, dispel magic, energy vortex, flame strike (x2), langour, murderous mist, rusting grasp;
- 5th – binding Winds, call lighting storm, control winds, kiss of death, mass trance, unhallow, wall of thorns;
- 6th – antilife shell, cometfall, crumble, enveloping cocoon, greater dispel magic, miasma;
- 7th – creeping doom, greater scrying, harm (x2), pestilence, true seeing;
- 8th – finger of death, reverse gravity, stormrage, storm of elemental fury, whirlwind, word of recall;
- 9th – earthquake, greater whirlwind, invulnerability to elements, shadow landscape, sympathy.
Epic Spells: 5 divine epic spells per day. Epic spells known: crown of vermin, eclipse, greater epic mage armor, let go of me, nailed to the sky, rain of fire, spell worm, verdigris.
Possessions:
Though Lamatsu has hoarded away a vast number of magical items over the centuries, she prefers to travel light, and almost never dons armor or weapons. Some commonly worn items are detailed below.
Bracers of Reflection: These bracers of armor +8 can reflect ranged attacks back at their source. Once per round, when the wearer would normally be hit with a ranged weapon, she may block it with her forearm and reflect it back at the attacker, using her normal ranged attack bonus. She must be aware of the attack and not flat-footed.
Attempting to reflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be reflected. Caster level 21st.
Ring of Spellwarding: This item directs harmful magical effects away from it’s wearer. It grants SR 40, a +4 resistance bonus to saves against spells or spell-like abilities, and can activate a spell turning effect 3/day. Caster level 29th.
Periapt of Pests: This strange amulet, hanging from a fine chain necklace, appears as a small pewter spider clasping (and occasionally flexing its legs around) a small red gemstone. A number of times per day equal to the wearer’s Charisma modifier +3, the wearer may rebuke/command vermin as a cleric of her own total HD. 6/day, the wearer may also summon 3d6 centipede swarms, locust swarms, or spider swarms.
The wearer gains Darkvision 60 ft., continuous spider climb, immunity to vermin poisons, and may travel through the area of web spells without obstruction. Caster level 16th.
Currently in the World
Lamatsu moves like a shadow through the ages, her presence woven into the tapestry of history, a silent force of destruction. The world is her hunting ground, and she has no allegiance but to herself, guided only by the cruel whims of her heart. In the early centuries, she slinks through the forgotten corners of the earth, unrecognized by most, but always watching, always waiting. It is not until the 12th century that she begins to take a more active role in world events.
Her first true mark on history comes in the dark forests of Eastern Europe, where the cries of infants echo through the hollow trees. Lamatsu, with her beguiling beauty and sharp, inhuman eyes, hunts the women who dare to carry new life. There, in the moonlit shadows, she takes her first victims—pregnant women, their bodies swollen with new life—stealing them from their beds and draining their very souls. As the disease spreads, the villages are torn apart by whispers of a dark, seductive creature lurking just out of sight, her footsteps unheard, her fangs unseen. In the grip of fear, the people abandon their homes, and the towns collapse into ruin, forgotten by time but forever haunted by Lamatsu’s touch.
It is in this time that her powers truly begin to take shape. The legends of the succubus and vampire begin to merge, and many mistake Lamatsu for a creature of lust, a demoness who feeds on the life force of men. But the truth is darker. She seeks more than passion—she seeks domination. Lamatsu doesn’t seduce for love; she seduces for control, bending those under her will and leaving them broken. They become her pawns in a twisted game she plays across the world. She whispers in the ears of kings, leaves nightmares in the minds of would-be heroes, and breathes her chaos into every conflict she can manipulate.
By the 13th century, her influence expands further, and the legends of her power spread across the continent. Wars rage, and Lamatsu watches, a cruel observer. She feeds on the fear and desperation of men who war over power, their wives and children left vulnerable in the wake of battle. And she takes what she wants—her victims’ blood, their souls, their futures—leaving behind a trail of broken families and forgotten histories. She is not concerned with the politics of kingdoms; she does not care for the rise and fall of empires. What matters to her is the pain, the chaos, the suffering she can inflict, for every drop of blood spilled feeds her hunger, each tear shed from the eyes of a mother or child strengthens her dark power.
As the 14th century unfolds, Lamatsu moves like a silent tide, shaping the course of history with an unseen hand. In the midst of the Black Death, she sees opportunity. The pestilence that grips Europe is a perfect breeding ground for her influence. The mass death and suffering allow her to slip unnoticed into the hearts of devastated towns, where she picks off the weakest—those who cannot protect themselves. Her own plague, a disease she spreads in the wake of her seduction, decimates the remaining populations, leaving the fertile ground ripe for her next conquest. She knows that the fear of death is her greatest weapon, and she wields it with ruthless precision.
But even as she revels in the spread of disease and fear, Lamatsu’s motivations are not simply to cause chaos for chaos’s sake. She has a deeper goal—one that has been instilled in her by Lilith, the demon lord who claimed her as a servant. Through her actions, Lamatsu seeks to expand Lilith’s power, for the demoness has plans of her own, schemes that involve the ascension of a dark god. Lamatsu is both a pawn and an agent of Lilith, but she is not one to serve blindly. She dreams of becoming more—of transcending the role given to her, of becoming a god in her own right. The suffering she inflicts is not only for Lilith’s purposes but to build her own strength, to carve her name into the annals of the cosmos as a force not to be ignored.
The 1450s bring new challenges for Lamatsu. The world is changing, shifting, and the balance of power is moving in unexpected ways. The great empires of the East and West are beginning to collide, and new ideas spread like wildfire across the land. Yet for Lamatsu, it is a time of opportunity. With the rise of new religions and ideologies, the cracks in the foundation of the old world grow wider, and she slips through them with ease. In this new age, she finds herself in a strange position—no longer a mere shadow, she has become a figure to be feared in whispers, her name carried in the dark hearts of those who dare to speak it. But she does not fear the coming changes; instead, she embraces them.
The world is ripe for the taking, and Lamatsu knows that her time is near. She is a force of nature, a primal being who cannot be bound by the rules of mortals or gods. Her heart beats with the rhythm of the earth itself, and her desires are endless. She seeks more than power; she seeks to reshape the very fabric of existence, to leave behind a legacy of darkness and despair that will last for eternity. Every life she takes, every kingdom she topples, every soul she corrupts feeds into her ultimate goal: to become a queen of the world, an immortal force of destruction, and, ultimately, a goddess to be worshipped.
For Lamatsu, the world is a stage, and the players are all her prey. The game has only just begun, and she will stop at nothing to ensure that she emerges victorious.
Lamatsu’s plan

Lamatsu’s plan is a multilayered scheme that weaves together seduction, dark magic, and strategic manipulation of mortal power structures. Here’s a detailed breakdown of her grand design:
- Manipulation of Leadership:
Lamatsu targets influential leaders—royalty, military commanders, and high-ranking politicians—using her supernatural allure and domination abilities. By charming and then subtly corrupting them, she aims to convert these figures into unwitting puppets. Once in her thrall, these leaders enact policies that weaken societal institutions, create internal strife, and erode the boundaries of trust among their people. - Cultivation of Vampiric Offspring and Minions:
In parallel with her political manipulation, Lamatsu spreads her vampiric spawn throughout the world. These lesser vampires infiltrate society, acting as spies, saboteurs, or even agents of terror. Their presence not only sows fear but also gradually increases her influence in every corner of the globe, ensuring that wherever resistance arises, her dark progeny are already embedded within the fabric of that society. - Undermining the Natural Order:
Lamatsu uses powerful curses and spells to twist the natural environment. By corrupting the land—turning lush regions into barren, cursed landscapes—she creates zones of perpetual darkness and decay. This disruption of nature weakens communities, as their agricultural, economic, and spiritual foundations crumble. The land itself becomes a tool in her arsenal, a breeding ground for chaos and despair. - Exploiting Global Crises:
Recognizing that humanity is most vulnerable during times of crisis, Lamatsu plans to orchestrate or exacerbate disasters. Whether by manipulating plagues, inciting wars, or exploiting economic collapses, she ensures that societies are too preoccupied with survival to mount a coordinated defense against her subtle infiltration. Each crisis further erodes trust among people, making them easier to control and divide. - Dark Alliances and Supernatural Influence:
Lamatsu isn’t acting alone. In secret pacts with other dark entities—most notably Lilith—she channels ancient, forbidden magic. This alliance not only magnifies her personal power but also disrupts the cosmic balance. By drawing on the chaotic energies of the infernal and the arcane, she opens portals to other planes, allowing her to summon additional forces of darkness and create localized pockets of hellish influence. - The Final Ascension:
Ultimately, Lamatsu envisions a world plunged into eternal night, where fear and corruption reign. In this shattered realm, she plans to ascend as a god-like figure—a supreme arbiter of darkness—whose will is absolute. Her dominion will be enforced by both her manipulated mortal leaders and her supernatural minions, ensuring that resistance is not only futile but self-destructive. With every fallen hero and every crumbling institution, her grip on the world tightens, paving the way for an era where her dark influence is inescapable.
In essence, Lamatsu’s plan is not just to seize power by force, but to slowly erode the very foundations of society from within, leaving a world ripe for her transformation into an eternal kingdom of darkness and despair.