Lilith
Lilith — The Encounter
Throned mother of night, crowned in ram's horns and dread · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Lilith
Before Eve there was Lilith, fashioned of the same red clay and refusing to lie beneath any master. She fled the garden into the howling dark and took the night for her dominion, and from her union with the things that dwell there spawned the lilim — demon-daughters who haunt the dreams of sleeping men. Grimoires name her Mother of Night, queen of the screech-owl wastes, devourer of the unbaptized and the proud. She does not rage; she invites. Her voice is a lullaby that unmakes resolve, and those who answer it wake — if they wake — hollowed of will and wanting only to return to her throne. Conjurers who scry her court report a hall of bone and trailing veils, where charmed slaves stand mute against the walls, and Lilith herself sits patient as the grave, certain that every soul will, in time, come crawling to her feet of its own accord.
Run Lilith in Sixty Seconds
- Aura first — every turn, anyone within 15 ft. who sees her face rolls a DC 17 Wis save or is charmed and walks toward her; this is your clock, so position her where it pulls melee out of formation.
- Kill-priority the controllers — she wants the squishy casters charmed or stunned; have her Beguiling Kiss whoever can dispel or counter her domination, and she heals off the damage.
- When bloodied — Shadow Step out of the melee, then burn legendary actions on Whispered Command and dominate person to make the party kill each other rather than swinging at her.
- Three ways to run her — (1) Seductive boss: lean on charm and domination, minimal direct attacks; (2) Mother of demons: pair her with lilim/quasit adds and use Whispered Command on them; (3) Bruiser-queen: drop the spells, double talon plus Veil of Thorns reaction every round.
- Save her legendary actions — Talon Strike between turns keeps damage flowing, but hold for Whispered Command the instant a PC is charmed so a friendly blade does your work for free.
Lilith
Medium fiend (demon), chaotic evil
CR 11 · 7,200 XP · GUIDELINEMagic Resistance. Lilith has advantage on saving throws against spells and other magical effects.
Mother of Night (signature). Any creature that starts its turn within 15 feet of Lilith and can see her face must succeed on a DC 17 Wisdom save or be charmed until the start of its next turn. While charmed this way, the creature is incapacitated and moves toward Lilith by the most direct route, not entering obviously dangerous terrain. If it takes damage from a source other than Lilith, it may repeat the save. A creature that succeeds is immune to this trait for 24 hours.
Innate Spellcasting. Lilith's spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: at will — charm person, darkness; 3/day each — dominate person, hold person; 1/day — insect plague.
Actions
Multiattack. Lilith makes two Rending Talon attacks and uses Beguiling Kiss if available.
Rending Talon. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage plus 9 (2d8) necrotic damage.
Beguiling Kiss (Recharge 5–6). Lilith targets one creature she can see within 30 feet. The target must make a DC 17 Wisdom saving throw, taking 36 (8d8) psychic damage and being stunned until the end of its next turn on a failure, or half as much damage and no stun on a success. Lilith regains hit points equal to half the psychic damage dealt.
Bonus Actions & Reactions
Veil of Thorns (Reaction). When a creature Lilith can see hits her with an attack, she wreathes herself in lashing shadow-briars. The attacker takes 11 (2d10) necrotic damage.
Legendary Actions (3/Round)
Talon Strike. Lilith makes one Rending Talon attack.
Whispered Command (Costs 2 Actions). Lilith targets one charmed or frightened creature she can see within 60 feet. That creature uses its reaction to move up to its speed and make one weapon attack against a target of Lilith's choice.
Shadow Step. Lilith magically teleports, along with any equipment she is wearing, up to 30 feet to an unoccupied space she can see. Until the end of her next turn she has advantage on her first attack.
A horned queen reclines upon a throne of fused bone and shadow, her clawed hands draped like a spider's patience, a crown of curling ram's horns crowning a beautiful and pitiless face.
Lilith, Bound
Companion · acts on your initiative
Bound · GUIDELINEDark Devotion (signature). Lilith has advantage on saving throws against being charmed or frightened, and treats any creature charmed by her mistress as an ally.
Actions
Raking Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target must succeed on a DC 14 Constitution save or have disadvantage on its next attack roll.
Reactions
Shield Her Throne. When a creature Lilith can see attacks her mistress within 5 feet of Lilith, she imposes disadvantage on that attack roll.
A horned daughter of the night, claws and devotion both unbreakable, who would die a hundred times before her mistress is touched.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with Mother of Night so the party clumps toward her, then Beguiling Kiss the strongest hitter to stun and heal. Pair her with a frontline brute — at this tier she is a manipulator, not a tank, so keep her behind cover and let charmed allies do the dying.
Lead with the charm aura to pull melee toward her, then Whispered Command a dominated PC to swing at their own party. Kill-priority any caster trying to break charms with dispel magic. Run her as the puppeteer behind a wave of demon adds.
She is the boss — open by charming the tank, then double talon the healer. When bloodied, Shadow Step away and chain-cast dominate person via legendary actions to turn the party on itself. Spend legendary actions on Whispered Command to keep enemies fighting each other while you whittle the casters down.
Put Lilith on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Lilith?
Natively CR 11 (Tier 3, ~levels 11–15) as a solo-capable boss with legendary actions, granting 7,200 XP. Scaled stat blocks are provided for Tier 1 (~levels 1–4) and Tier 2 (~levels 5–10); traits and actions stay identical, only the numbers shift.
Can Lilith be a companion or ally?
She is built as an antagonist centerpiece, but a daring DM could run her as a fey-pact patron or uneasy ally. For a bound minion at the table, use the included companion Naamah, Bound Lilim, who fights for and shields her mistress.
How do I keep her from being a boring 'save-or-suck' fight?
Charm and domination are her identity, so give players outs: damage from a third party lets them re-save against Mother of Night, and a success grants 24-hour immunity. Mix charmed-ally attacks with her own talon strikes so the party always has someone to swing back at.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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