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Devil, Lilith (Former Queen of Hell), Arch Devil

Family: Devils

Medium fiend (devil), lawful evil

Armor Class 22 (natural armor)
Hit Points 297 (22d8 + 198)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
28 (+9) 28 (+9) 28 (+9) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Constitution +16, Wisdom +17, Intelligence +17, Charisma +17
Skills Arcana +17, Deception +17, Insight +17, Intimidation +17, History +17, Religion +17, Perception +17, Persuasion +17
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 27
Languages Abyssal, Common, Celestial, Infernal, Terran, telepathy 100 ft.
Challenge 24 (62,000 XP)

SPECIAL TRAITS

  • Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  • Innate Spellcasting. Lilith’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). She can cast the following spells, requiring no material components:
  • Legendary Resistance (3/day). If Lilith fails a saving throw, she can choose to succeed instead.
  • Magic Resistance. Lilith has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Lilith’s weapon attacks are magical.
  • Regeneration. Lilith regains 10 hit points at the start of her turn. If Lilith takes damage from a silvered weapon, this trait doesn’t function at the start of Lilith’s next turn. Lilith is destroyed only if she starts her turn with 0 hit points and doesn’t regenerate.
  • Simple Art of Seduction. Like others of the Infernal Court, Lilith uses her intellect and her charms to trick victims into succumbing to her wiles. At the start of her turn, Lilith chooses one of the following effects: Indecent Proposal. Any creature who can hear Lilith and is within 30 feet must succeed on a DC 25 Wisdom saving throw or suffer the effects of a suggestion spell.
  • Maleficent Mesmerism. Lilith’s suggestive charms and animal magnetism leave her listeners enrapt in her words so that they are unable to move save to gape at her animal magnetism. All who can see Lilith and are within 30 feet must succeed on a DC 25 Wisdom saving throw or become incapacitated until the end of their next turn.

ACTIONS

  • Multiattack. The creature makes one Lilith’s Kiss attack and two Amaheuris attacks.
  • Amaheuris. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) slashing damage and the target must make a DC 24 Constitution saving throw, suffering 18 (4d8) necrotic damage on a failure, or half as much on a success.
  • Lilith’s Kiss. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 41 (5d12 + 9) necrotic damage and the target must make a DC 25 Wisdom saving throw or become charmed by Lilith until the end of their next turn.

LEGENDARY ACTIONS

Lilith can take three 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. Lilith regains spent legendary actions at the start of her turn.

  • Kiss and Spell. Lilith makes a Lilith’s Kiss attack and casts a spell.
  • Lure (costs 2 actions). One creature that Lilith can see and that can see her must succeed on a DC 25 Wisdom saving throw or use its reaction to move its full speed in a direction Lilith desires.
  • Wing Buffet (costs 2 actions). Lilith buffets the air with her wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from Lilith.
  • Fiendish Recovery (costs 2 actions). Lilith recovers 50 hit points and ends one condition affecting her.

ABOUT

Lilith is an insanely comely female standing just under six feet tall and weighing roughly 130 pounds. Her skin is cinnamon colored, and her hair is waist length and blood red. Her eyes are a sparkling emerald green. Her hands end in claws, and underneath her thick hair she hides two tiny dark black horns. She has a small pair of leathery black bat-like wings that she can fold against her back and hide under her robes at a moment’s notice should the need for such deception arise.

Lilith was one of the original fallen and was once a powerful archangel who took great interest in the doings of mortals, especially primeval mortal males. Lilith allied with the Lightbringer during his revolution when she discovered that the gods were gathering the Watchers and imprisoning them in the Pits of Tartarus as punishment for their interactions with mortals.

She was also one of the original conspirators that cast the Lightbringer from the Throne of Hell which she took up briefly. She in turn was quickly overthrown in a second coup. Unfortunately for Lilith, her many betrayals mean that none of the other fallen trust her any longer. In spite of this, none can deny her great power. She keeps a heart-shaped fortress in the battle plains of Gehenna, which is guarded by six legions of horned devils, each of which is commanded by a pit fiend. She spends the majority of her time crossing into the mortal planes to tempt paladins and holy priests to damnation. She drags their souls back to her fortress for eternal punishment or presses them into service as fodder for her legions. She has a personal contingent of death knights, each of whom was once a lover that she seduced from the path of righteousness and good by her charms and machinations.

Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games