Lilith, Empress of Hell
Armor Class 22 (natural armor)
Hit Points 820 (40d20+400)
Speed 40 ft. fly 60 ft.
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
Actions
Reactions
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.
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.