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Lilith, Queen of Hell

Medium Fiend (demon), Chaotic Evil


Armor Class 23 (natural armor)

Hit Points 823 (78d8+472)

Speed 30 ft. fly 60 ft.

STR 20 (+5)
DEX 24 (+7)
CON 20 (+5)
INT 20 (+5)
WIS 18 (+4)
CHA 28 (+9)

Saving Throws Con +15, Cha +19

Skills Deception +18, Persuasion +18, Intimidation +18

Damage Resistances cold

Damage Immunities fire, psychic

Condition Immunities charmed, frightened

Senses darkvision 120 ft., passive Perception 22

Languages Common, Infernal, Abyssal, telepathy 180 ft.

Challenge 33 Proficiency Bonus +10


Legendary Resistance (4/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.
Seductive Presence. Creatures charmed by Lilith have disadvantage on saving throws against additional effects from her seduction for 1 minute.
Aura of Damnation. Within 30 feet of Lilith, fiends and undead gain advantage on saving throws against fear and charm effects.
Flight Mastery. Lilith can hover and move without provoking opportunity attacks while flying.

Actions

Multiattack. Lilith makes four attacks: two Hypnotic Kiss, one Soul Drain, and one Hellfire Lash.
Hypnotic Kiss. Melee weapon Attack: +25 to hit, range 5 ft., one target. Hit: 38 (4d12+12) psychic damage. The target must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed, the target is incapacitated and unable to take actions that would end the charm. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hellfire Lash. Ranged spell Attack: +28 to hit, range 120 ft., one target. Hit: 34 (5d8+12) fire damage, plus 3d6 necrotic on a crit 10 (3d6) necrotic damage. A whip of infernal flame that sears and corrupts the target's will.
Soul Drain. Melee spell Attack: +26 to hit, range 5 ft., one target. Hit: 24 (4d6+10) psychic damage. On a hit, Lilith drains life force, healing herself for half the damage dealt. The target must succeed on a DC 22 Constitution saving throw or have its hit point maximum reduced by 1 for 24 hours (this reduction ends early if Lilith finishes a long rest). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Lilith 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.
Seductive Gaze. One creature within 60 feet that can see Lilith must succeed on a DC 22 Wisdom saving throw or be charmed for 1 round.
Warp Despair (Costs 2 Actions). Lilith targets one creature she can see within 60 feet. That creature must make a DC 22 Wisdom saving throw or be frightened for 1 round and take 14 (4d6) psychic damage on a failed save.

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 Gate. A portal opens within 60 feet, spawning 1d4 manes that fight for Lilith for 1 minute or until slain.
  • Damnation Pulse. All creatures of Lilith's choice within 40 feet must make a DC 22 Constitution saving throw or suffer 2d8 necrotic damage and have their speeds halved until the end of their next turn.
  • Cloak of Despair. Lilith can emit a 20-foot aura of gloom. Any creature that starts its turn in the aura must succeed on a DC 22 Wisdom saving throw or be blinded until the start of its next turn.

Regional Effects

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

  • Within 100 miles of Lilith's domain, night lasts longer and stars appear to burn with a crimson hue.
  • Fiends and undead within the region regain the benefits of resting faster, as if protected by infernal wards.
  • Pools of black oil surface in exposed ground, corroding mundane metals.

If Lilith dies, the region slowly decays into a desolate infernal plane over the course of 1d12 days; fiends flee and mortal cultists lose their power.

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Lore & Description

Appearance

Lilith stands crowned in a halo of ember-red thorns, her skin a living abyss of velvet black with veins of molten gold. Her wings are vast and tattered, silhouettes of burning embers trailing behind them. Her eyes burn like coals, and her smile hints at tormented futures. She moves with otherworldly grace, every gesture capable of bending the will of those who gaze upon her. Her voice sounds like silk and sulfur, luring sailors and saints alike toward ruin.

Behavior & Origins

The Succubus Queen, Lilith rose from the furnace of eternity to crown herself sovereign over the Nine Pit Realms. She feeds on dreams, desires, and dissent, weaving schemes that cross mortal realms. Legends tell of her bargaining prowess: she offers forbidden power in exchange for a single moment of fear or longing. She seeks to unify the hellish queenbeds and plunge the material plane into a new infernal empire, one kiss, one bargain, one soul at a time.

Monster Image

Lilith, Queen of Hell

Generation Info

Original prompt:
"lilith queen of hell Succubus Queen"

Last update:
"Increase the challenge rating by 2-3 levels, scaling up HP, damage, and abilities appropriately. Keep the creature's theme and identity intact."

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

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