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Lilith, Queen of Night

Medium Fiend (demon), Chaotic Evil


Armor Class 22 (natural armor)

Hit Points 580 (40d12+320)

Speed 30 ft. fly 60 ft.

STR 22 (+6)
DEX 18 (+4)
CON 20 (+5)
INT 18 (+4)
WIS 20 (+5)
CHA 26 (+8)

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


Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Night's Veil. While in dim light or darkness, Lilith gains advantage on attack rolls and saving throws against being frightened.

Actions

Multiattack. Lilith makes three attacks: two Night's Kiss attacks and one Claw attack.
Night's Kiss. Melee weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 30 (4d10+8) necrotic damage. On a hit, the target must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the target cannot willingly move closer to Lilith and regards others as threats. A target can repeat the save at the end of each of its turns, ending the effect on a success.
Claw. Melee weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) slashing damage. If the target is Medium or smaller, it must succeed on a DC 22 Strength saving throw or be knocked prone.
Wing Sweep. Melee weapon Attack: +18 to hit, reach 10 ft., two targets. Hit: 16 (3d6+6) bludgeoning damage. Creatures within 10 feet must succeed on a DC 22 Dexterity saving throw or be knocked back 10 feet and pushed prone if they are Medium or smaller.

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.

Detect. The creature makes a Wisdom (Perception) check.
Night's Kiss (Attack) (Costs 2 Actions). Lilith makes a Night's Kiss attack.
Summon Shadow Thralls (Costs 3 Actions). Lilith summons up to two shadow thralls from the surrounding darkness. These thralls have stat blocks identical to zhor thralls (homebrew or DM's discretion) for 1 minute or until slain.

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 โˆ’2 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.

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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.

Monster Image

Lilith, Queen of Night

Generation Info

Original prompt:
"https://mythos-and-legends.fandom.com/wiki/Lilith#Powers_and_Abilities DND 5e cr 30"

Created: Mar 2, 2026
Modified: May 22, 2026

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