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Lilith, Empress of Hell

Gargantuan Fiend (demon queen, mother of demons, sorcerous tyrant), Chaotic Evil


Armor Class 22 (natural armor)

Hit Points 820 (40d20+400)

Speed 40 ft. fly 60 ft.

STR 28 (+9)
DEX 18 (+4)
CON 26 (+8)
INT 20 (+5)
WIS 18 (+4)
CHA 28 (+9)

Saving Throws Con +17, Wis +13, Cha +18

Skills Arcana +10, Deception +12, Perception +10, Intimidation +12

Damage Resistances necrotic; fire

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 120 ft., passive Perception 20

Languages Common, Infernal, Abyssal, Celestial, 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 darkness or dim light, Lilith gains advantage on attack rolls and on saving throws against being frightened.
Shadow Step. As a bonus action, Lilith can teleport up to 60 feet to an unoccupied space of darkness that she can see. She can use this trait a number of times equal to her proficiency bonus, regaining all expended uses after a short or long rest.

Actions

Multiattack. Lilith makes four attacks: two with her claws, one with her bite, and one with her tail.
Bite. Melee weapon Attack: +24 to hit, reach 5 ft., one target. Hit: 46 (5d12+14) piercing damage. If the target is a humanoid or undead, the bite drains lifeโ€”the target must succeed on a DC 28 Constitution saving throw or take an additional 3d8 necrotic damage and Lilith regains hit points equal to half the necrotic damage dealt.
Claw. Melee weapon Attack: +26 to hit, reach 10 ft., one target. Hit: 30 (4d8+12) slashing damage. On a hit, the target must succeed on a DC 28 Strength saving throw or be pulled up to 20 feet toward Lilith.
Tail. Melee weapon Attack: +24 to hit, reach 15 ft., one target. Hit: 27 (4d8+9) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 28 Strength saving throw or be knocked prone.
Nightmare Breath (Recharge 4-6). Lilith exhales a 90-foot cone of oppressive dreams. Each creature in the area must make a DC 28 Dexterity saving throw. On a failed save, a creature takes 72 (14d10) necrotic damage and is cursed with a nightmare that reduces its maximum HP by 1d6 for 1 minute. On a successful save, a creature takes half as much damage and is not cursed.
Infernal Chains. Melee weapon Attack: +26 to hit, reach 15 ft., one target. Hit: 30 (4d8+12) fire damage. Lilith binds the target with infernal chains, restraining it until escaped. The escape requires a DC 28 Strength (Athletics) check as an action.

Reactions

Hellish Parry. When a creature within 10 feet of Lilith misses her with a melee attack, she can make a melee weapon attack against that creature as a reaction.

Legendary Actions

The creature can take 4 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. Lilith makes a Wisdom (Perception) check.
Eye of Deception. Lilith chooses one creature she can see within 60 feet. The target must succeed on a DC 28 Wisdom saving throw or be charmed by Lilith for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on a success.
Wicked Gaze (Costs 3 Actions). Lilith fixes her gaze on one creature she can see within 60 feet. The target must succeed on a DC 28 Wisdom saving throw or be paralyzed for 1 turn and take 22 (4d10) psychic damage. Affected target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Infernal Burst (Costs 2 Actions). Lilith blasts a 60-foot cone of infernal energy. Each creature in the area must succeed on a DC 28 Dexterity saving throw or take 28 (8d6) fire damage and be frightened for 1 round. On a successful save, take half damage.

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:

  • Infernal Shroud. On initiative count 20, Lilith shrouds the lair in magical darkness that lasts until initiative count 20 of the next round. While in darkness, the demons of the lair gain advantage on Stealth checks and any creature entering the lair immediately begins suffocating in Hellfire mist.
  • Damnation Conduit. A 20-foot-radius aura of contrition erupts at a point Lilith can see within 120 feet. Creatures other than Lilith in the aura must succeed on a DC 28 Wisdom saving throw or be frightened for 1 round. Lilith regains 20 hit points for every creature that fails the save.
  • Queen's Tribunal. Lilith designates a target within 120 feet to be the focus of her rule. The designated target has disadvantage on attack rolls against anyone but Lilith until the end of Lilith's next turn. Every other creature of Lilith's choice within 60 feet gains temporary hit points equal to 5 ter the number of affected creatures.

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 6 miles of Lilith's lair, night never truly ends and the moon is perpetually pale.
  • Succubi and incubi haunt the region, tempting travelers with promises of forbidden power.
  • The scent of brimstone and night-blooming flowers lingers in the air, masking other smells.

If Lilith dies, the region falls into an endless night for 1d12 days, after which comfort returns but with a lingering chill and whispers of betrayal.

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Lore & Description

Appearance

Lilith, Empress of Hell, sits upon a throne of obsidian and bone, draped in flames that do not burn but sear the will. Her skin glows like embers, and her eyes burn with a violet fire that seems to read a soul9s history. Her wings are vast, black as a moonless sky, feathers tipped with ember-red. Her voice is velvet and ironseductive, and terrible in its certainty. She bears sigils of countless eras, a crown of black glass etched with the names of those who betrayed her, and a chorus of owls that seems to whisper secrets no mortal should know. She embodies deceit, desire, and dominionMother of Succubi and Incubi, Queen of Hell, and the oldest lie told with a kiss.

Behavior & Origins

Lilith is said to be the first demoness, a primordial force who birthed a lineage of temptations and shadows. She is the patroness of warlocks who barter for forbidden power, the mother to legions of demons who whisper in mortals ears, and the perpetual bride of chaos that feeds on betrayal. Legends claim she learned the oldest magic from the fallen stars, and that no oath ever binds her for long, for she rewrites promises as easily as she sips the blood of a sinner. To confront Lilith is to face the mirror of ones own desire and fear, for she knows every secret you keep and every one you pretend not to have.

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Lilith, Empress of Hell

Generation Info

Original prompt:
"lilith Empress of Hell Mother of Succubi and Incubi the Sucucbus Mother of Vampires First Wife of Adam Queen of Hell Queen of the Damned Sovereign of Witches Mad Queen Demon Queen Mother of Deceit Mistress of Betrayal Daughter of Darkness Second Hand of Ishtar Demoness of the Night Bride of Lucifer Lover of Cain Matriarch of Demons Succubus Queen Mother of All Warlocks First of All Demons Lady of Owls Demon Goddess of Hell Demoness of the Night"

Last update:
"Make this creature more aggressive with additional offensive abilities and higher damage output. Add new attack options or improve existing ones."

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

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