Lilith, Queen of Night
Armor Class 22 (natural armor)
Hit Points 580 (40d12+320)
Speed 30 ft. fly 60 ft.
Saving Throws Wis +14, Cha +17
Skills Insight +13, Perception +13, Intimidation +15
Damage Resistances necrotic; fire; cold
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Common, Infernal, Abyssal, telepathy 120 ft.
Challenge 30 (155,000 XP) Proficiency Bonus +9
Actions
Legendary Actions
The creature can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.
Lair
Lair Actions
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- On initiative count 20 (losing ties), Lilith can take a lair action to cause one of the following effects: 1) Nightfall Aegis: A zone of magical darkness fills a 20-foot radius around Lilith and lasts until the next round. Any bright light within 40 feet of Lilith is suppressed. 2) Soul Mirror: One living creature of Lilith's choice within 60 feet must succeed on a DC 22 Wisdom saving throw or have their memories and passions mirrored, causing disadvantage on attack rolls against Lilith for 1 round. 3) Blood Moon Ascendancy: Lilith regains 50 hit points and gains temporary hit points equal to 10% of her maximum HP.
Regional Effects
The region containing the creature's lair is warped by its magic, creating the following effects:
- Within 10 miles of Lilith's lair, magical darkness is intensified. Torchlight and daylight have 50% reduced range, and creatures with daylight or bright light magic gain no extra visibility in this region.
- Undead within the region gain advantage on saving throws against fear and charm effects.
- The land around the lair bleeds a faint crimson glow at night; any non-demon fiends experience a โ2 penalty to attack rolls in this region.
If Lilith dies within the region, the dominant darkness lingers in the area for 1d6 days before fading.
📷 Export as Image
Share your monster as a beautiful PNG image styled like classic D&D sourcebooks.
Stat block image is being generated...
This may take a few moments. Refresh the page to check.
Includes: Full stat block, monster image (if selected), CR badge, and QuickMonster branding.
Resolution: High-quality PNG at 2x scale for crisp display on any device.
Lore & Description
Appearance
Lilith, Queen of Night, is a towering figure of seduction, danger, and a abyssal radiance. She moves with unsettling grace, her skin a deep obsidian with veins of molten silver. Her eyes burn like dying stars, and her wings are a spectrum of night-black feather and ash-light edges. Her presence warps reality: whispers curl around her like smoke, and the air smells of lilacs and iron. Her armor seems grown from living night, a living black coruscation that shimmers as she moves. When she speaks, her voice is a velvet chime that promises forbidden knowledge and perilous bargains.
Behavior & Origins
Lilith, once a venerated demoness of shadow and desire, ascended to the throne of the Night Court after a cataclysm split the regions of light and darkness. She feeds on dreams, memories, and the souls of those who resist her charm. She seeks to expand her dominion by corrupting rulers, seeding wars, and weaving a network of spies and thralls in mortal kingdoms. Adventurers seeking to end her reign often find that her bargains come in gilded cages, and that some of the greatest threats to the realms are not raw power but a whisper convincing them to love their doom.