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Lilith, Queen of Hell

Gargantuan Fiend (demon), Lawful Evil


Armor Class 22 (natural armor)

Hit Points 690 (60d10+360)

Speed 40 ft. fly 90 ft.

STR 26 (+8)
DEX 18 (+4)
CON 26 (+8)
INT 22 (+6)
WIS 20 (+5)
CHA 28 (+9)

Saving Throws Con +17, Wis +14, Cha +18

Skills Arcana +8, Persuasion +14, Intimidation +12

Damage Immunities fire, necrotic, poison

Condition Immunities charmed, poisoned

Senses darkvision 120 ft., passive Perception 20

Languages Common, Infernal, Abyssal, telepathy 120, 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.
Aura of Seduction. Any creature that starts its turn within 20 feet of Lilith must succeed on a DC 22 Wisdom saving throw or be charmed for 1 round. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regal Presence. Lilith has advantage on Charisma (Persuasion) checks made to charm or frighten creatures that can hear her voice.

Actions

Multiattack. Lilith makes three attacks: two Infernal Claws and one Kiss of Oblivion.
Infernal Claw. Melee weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) slashing damage. Lilith's claws are wreathed in flame and necrotic energy.
Kiss of Oblivion. Melee weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) necrotic damage. If this attack hits, the target must succeed on a DC 25 Wisdom saving throw or be cursed. While cursed, the target has a speed of 0 and cannot regain hit points until the curse is lifted.
Infernal Whip. Melee weapon Attack: +17 to hit, reach 15 ft., one target or up to two targets within reach. Hit: 16 (2d8+7) slashing damage. The whip can be used to pull an opponent 10 feet closer or knock prone on a failed save (DC 25 Strength).

Bonus Actions

Siren's Embrace (Recharge 5-6). Lilith attempts to enthrall a creature within 60 feet. The target must succeed on a DC 25 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the target regards Lilith as a mentor and will not attack her; the effect ends if Lilith is attacked or the target takes damage. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Hellish Parry. When a creature misses Lilith with a melee attack, Lilith can force the attacker to make a DC 25 Strength saving throw or be knocked prone.

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. Lilith makes a Wisdom (Perception) check.
Charm Gaze. One creature within 60 feet that can see Lilith must succeed on a DC 25 Wisdom saving throw or be charmed for 1 round.
Soul Drain (2 Actions) (Costs 2 Actions). Lilith drains life energy from a target she can see within 60 feet. The target must succeed on a DC 25 Constitution saving throw or take 28 (8d6) necrotic damage, and Lilith gains temporary hit points equal to half the damage dealt (minimum 10). If the target is a creature that is currently charmed, the damage is increased by 50%.

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 initiative ties), Lilith can unleash lair actions.

Regional Effects

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

  • Tiered flame runes burn along infernal archways in the surrounding area, granting Lilith advantage on saving throws against spells.
  • The air smells of brimstone and night-blooming venom, and illusory echoes of seduction fill the corridors.
  • Any failed save to resist Lilith's charm within 1 mile births a lingering whisper that lingers for 1 hour.

If Lilith dies, the region is consumed by a cataclysmic eruption of hellfire that collapses after 1d10 days, leaving behind ash, char, and a permanent minor infernal rift.

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Lore & Description

Appearance

Lilith towers as a sovereign of cursed beauty and terrifying command. Her skin glows like embers, hair streams like living flame, and eyes burn with malevolent, calculating intellect. Her wingsโ€”vast and bat-likeโ€”trail fire and ash, and her attire is a crown of obsidian thorns and ruby gems. The air around her shimmers with necromantic heat; her voice is velvet and ice, capable of soothing or coercing with a single syllable.

Behavior & Origins

Lilith rose from the deepest pits of the Abyss to carve a throne among the rulers of Hell. A master of temptation and torment, she thrives on the corruption of souls, using seduction as a weapon and influence as a weapon of war. Her court is a labyrinthine fortress of torments, where desires are exploited to bend mortals and immortals alike toward her will. Adventurers who seek to end her tyranny must face not only her powers but the allure she wields over the minds and hearts of those who gaze upon her.

Monster Image

Lilith, Queen of Hell

Generation Info

Original prompt:
"lilith queen of hell Succubus Queen"

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

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