Lilith
Lilith
Click here for hellspawn form.
"Thorns shall grow over your strongholds, and fortresses fall to ruin. Here in desolation will Lilith find her rest."
Isaiah 34:14
Lilith began her existence as an Archangel tasked with guarding the most sacred location on the Material plane: the Garden of Eden. She accepted her assignment readily, but soon became confused, unable to understand why God was so pleased by the existence of mortals. The humans entrusted to her care were inferior to herself in almost every way, yet they were elevated pinnacles of the created world. When one of the Seraphim, named Lucifer, expressed a similar dissent to the will of God, Lilith was the first to join him. It was not difficult for Lilith and Lucifer to engineer a temptation for the naive mortals, and soon humankind fell victim to the same sin as Lilith: pride.
While many demons seek to change their names or hide their identities, Lilith presents herself as she always has. For the most part, this is because she seeks to take credit for the corruption she brings to this world, and she is fueled by the fear mortals feel when they whisper her name in children's bedtime stories. However, she also refuses to change her name or appearance for the same reason that she was led astray in the beginning: Pride. As an archangel, Lilith saw herself as a superior being to the weak and ignorant mortals; and even now, as an Archdemon, she maintains her angelic appearance, believing steadfastly that her campaign of evil will eventually prove to God what she already knew: that the combined strength of humanity is still inferior to the intellect and power of a single archangel.
Lilith's Sword. Lilith wields her original weapon from her days serving among the heavenly host: a Sword of the Guardian. These swords are manifestations of a celestial's pure will, and cannot be destroyed. This sword is an unwilling participant in Lilith's plan, and desires her destruction. If a player character wields this sword, they gain a +4 bonus to attack and damage rolls if the target of the attack is Lilith, as her own sword wills her death. Although Lilith has no trouble wielding her sword, she cannot help the necrotic effect of the sword's touch. Whenever Lilith comes into contact with her sword, the beauty fades from her hands, and their demonic nature is revealed.
Lilith in the Bible
Lilith is only mentioned once by name in Isaiah 34:14. However, this instance of her name is often translated as "night hag" or even "screech owl" in modern translations. Some translations of the Bible, including the KJV and NIV omit her name entirely from this verse.
Lilith's identity changes depending on what source you read. Interpretations of this character range from demon to vampire to wife. Some versions of the story even cast her as a hero: Adam's first wife who refused to be subservient to a man. The "truth" of Lilith's story, insofar as we can know it, is lost to history.
The name Lilith is referenced in many ancient Akkadian, Babylonian, Sumerian, and Hebrew manuscripts, and she appears to be generally accepted as some kind of demon by people during the time of the Bible. The other interpretations of her identity, including that of a vampire or Adam's first wife, were not invented until some time during the Middle Ages, thousands of years after the word was originally used, and there is no basis for their truth.
The Lilith that appears in this module is an attempt to remain faithful to the Lilith of antiquity: a renowned demon of immense power and international fame, whose evil is so legendary that some scholars fear to even put her name in writing.
Lilith's Lair
Lilith has claimed the underground expanses of the Catacombs of Kadesh as her lair. Reaching this remote and forgotten location requires a week-long journey through a desolate expanse of the Wilderness of Zin that even the nomadic tribes steer clear of. Thanks to a teleportation circle, Lilith is able to come and go as she pleases with worrying about unwanted visitors showing up unannounced. It is in this lair that Lilith organizes the efforts of the other archdemons, and conducts dark rituals to increase their power. If Lilith is encountered in her lair, she has a challenge rating of 16.
Lair Actions
On initiative count 20 (losing initiative ties), Lilith takes a lair action to cause one of the following effects. She cannot use the same action two turns in a row.
- A spark of life animates one of the writhing bodies in area 19, causing a Corrupted Simulacrum to rise and join in combat, acting on its own initiative. These simulacra still bear a rough resemblance to their former owners (Mammon, Beelzebub, Naamah, etc) but are not true demons, as they are merely husks animated by the magic of Lilith's lair. Only one Corrupted Simulacrum can be animated at a time.
- Lilith commands an ally she can see within 60 feet to use its reaction to make one weapon attack.
- Lilith becomes telepathically aware of the location of all creatures in her lair, including those that may be invisible or hidden.
- All creatures within Lilith's lair are overcome with pride, and become the target of the Induce Pride spell (DC 17 Wisdom save). This casting of the spell does not require Lilith's concentration, as it originates from the innate magic of her lair.
Large Fiend, Neutral Evil
Armor Class 17
Hit Points 92
Speed 40 ft., Fly 90 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +4 | +3 | +4 | +2 | +2 | +4 |
Saving Throws DEX +10, WIS +7, CHA +9
Skills Deception +9, Persuasion +9, Stealth +8
Damage Resistances Radiant, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Fire, Necrotic
Senses Truesight 120 ft., Passive Perception 17
Languages All spoken languages, telepathy 120 ft.
Challenge 13 (10,000 XP)
Features
Legendary Resistance (3/Day). If Lilith fails a saving throw, she can choose to succeed instead.
Corrupted Return: If Lilith is reduced to 0 Hit Points, she can call on the power of Sin to return to life in a corrupted form. At the start of Lilith's next turn, her angelic body transforms into Lilith (Hellspawn) in the space where she fell.
Innate Spellcasting: Lilith's spellcasting modifier is Charisma, and can innately cast the following spells, requiring no material components.
3/Day Each:
Clairvoyance
Dispel Magic
Inflict
Wounds (+7 to hit; 4d10 Necrotic)
1/Day Each:
Freedom of Movement (cast before entering
combat)
Harm (Con 17; 14d6 Necrotic)
Visitation
Actions
Multiattack: Lilith makes two attacks with the Sword of the Guardian or casts a spell.
Sword of the Guardian. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 3) piercing damage and 9 (2d8) Lightning damage.
Legendary Actions
Lilith can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action may 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.
Speak Blasphemy: Lilith whispers words of pure evil. Each creature that can hear her within 30 feet takes 1d4 Psychic damage.
Hellfire: Lilith hurls a mote of fire from the abyss at a creature she can see within 120 feet. Ranged Spell Attack: +8 to hit. Hit: 5 (1d8) Fire damage.
Mark of Cain (Costs 2 Actions): Lilith points at a creature she can see within 30 feet. The Mark of Cain burns itself into the forehead of the target, magically tethering itself to an identical mark on Lilith's forehead. Whenever Lilith takes damage, the target takes half of the damage (rounded up), and Lilith takes the remaining damage. The damage type becomes Necrotic for the target. The Mark of Cain lasts until the beginning of Lilith's next turn.
Corrupted Simulacrum
Medium construct (simulacrum)
Armor Class 14
Hit Points 120
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +2 | +0 | +0 | -5 | +0 | +0 |
Senses Passive Perception 15
Challenge 4 (1,100 XP)
Features
Magic Resistance: The simulacrum has advantage on saving throws against spells and other magical effects.
Aggressive: As a bonus action, the simulacrum can move up to its speed toward an enemy of its choice.
Actions
Multiattack: The corrupted simulacrum makes two Slam attacks or uses its Spit Curse attack.
Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage.
Spit Curse (Recharge 5-6): The simulacrum spits the words of an ancient infernal curse at a creature it can see within 60 feet. The creature must succeed on a DC 14 Wisdom saving throw or become Cursed. While Cursed in this way, a creature receives an extra 1d8 Necrotic damage whenever it takes damage. The Curse lasts until it is dispelled.
Bible5e custom monster. Its specific traits supplement the current rules. See Using Bible5e Monsters.