|To Fertile Crescent Monsters||To Main Bestiary||To Medieval Gods||To Witchcraft|
John Collier: Lilith, 1892.
Lilith is a female Mesopotamian storm demon associated with wind, a bearer of disease, illness, and death. The figure of Lilith first appeared in a class of wind and storm demons or spirits as Lilitu, in Sumer, circa 3000 BC. Many scholars place the origin of the phonetic name "Lilith" at somewhere around 700 BC. Lilith appears as a night demon in Jewish lore and as a screech owl in the King James version of the Bible. She is also apocryphally the first wife of Adam.
The Gates of Hell (Dice Freaks)
of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir,
Original Concept by Serge W. Desir, Jr.
Full netbook can be found on the following website
Dicefreaks d20 Communit
LILITH, Lord of the Sixth
The Countess of Malbolge
|druid 15/Wizard 5/Geomancer 10|
|Large outsider (Abomination, Evil, Extraplanar, Lawful)|
|Symbol||A black bolt of lightning sundering a black mountain on a brick-red, inverted triangle.|
|Cosmic Rank||14 (17 in Malbolge)|
|Hit Dice||65d8 + 5d4 +10d6 + 800 (1,400 hp)|
|Initiative||+17 (+13 Dexterity, +4 Improved Initiative)|
|Speed||100 ft, Fly 250 ft. (perfect)|
|Armor Class||81 (+16 deflection, +13 Dexterity, +9 profane, -1 size, +34 natural), touch 47, flat-footed 68|
|Attack||Thunders Voice +85 melee (3d6+28 plus 3d6 sonic/19-20/x2 plus 6d6 sonic); or spell +79 melee touch or +77 ranged touch.|
|Full Attack||Thunders Voice +85/+80/+75/+70 melee (3d6+28 plus 3d6 sonic/19-20/x2 plus 6d6 sonic); or spell +79 melee touch or +77 ranged touch.|
|Space/Reach||10 ft. /10 ft.|
|Special Attacks||Aura of Hell, call devils, Corrupt Nature, Hells Fire, Impotence, Might of Hell, Natures Infernal Wrath, smite 1/day (+4 to attack, +74 damage), spell-like abilities, spells, The Profane Feminine Special Qualities: Abomination traits, Blindsight 500 ft., Damage reduction 40/anarchic, epic, good and silver, The Dark Goddess, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, divine immunities, immunity to fire and poison, Infernal Elementalist, ley lines, Locked Within the Gates, Lord of the Nine, nature sense, regeneration 20, resistance to acid 40 and cold 40, resist natures lure, see in darkness, Spell Resistance 74, spell versatility, telepathy 1,000 ft., a thousand faces, timeless body, trackless step, venom immunity, wild empathy +31, wild shape (5/ day), woodland stride|
|Saves||Fort +52, Ref +55, Will +58|
|Abilities||Strength 40, Dexterity 36, Constitution 30, Intelligence 37, Wisdom 43, Charisma 43|
|Skills||Appraise +13 (+15 alchemical items, +15 forged items, +15 metal items), Balance +43, Bluff +71, Climb +35, Concentration +93, Craft (alchemy) +48, Craft (blacksmithing) +43, Craft (metalworking) +43, Diplomacy +79 (+85 with evil creatures), Disguise +36 (+40 when acting in character), Gather Information +65 (+71 in Hell), Handle Animal +51, Heal +71, Hide +43, Intimidate +60 (+66 against evil creatures), Jump +37, Knowledge (Arcana) +91, Knowledge (Geography) +53, Knowledge (history) +74, Knowledge (local [Hell]) +76, Knowledge (nature) +104, Knowledge (the planes) +89, Knowledge (religion) +94, Listen +61, Move Silently +43, Perform (dance) +21, Ride +37, Search +49, Sense Motive +91, Spellcraft +104, Spot +69, Survival +99 (+107 in aboveground natural environments, +105 on other planes, +103 to find or follow tracks, +103 to keep from getting lost), Tumble +43, Swim +35.|
|Feats||Born of the Three Thunders, Brew Potion, Combat Expertise, Corrupt Spell, Corrupt Spell-like AbilityB,Craft Magic Arms and Armor, Craft Wondrous Item, Dark SpeechB, Energy Admixture (electricity), Empower Spell, Eschew Materials, Explosive Spell, Fly-by Attack, Greater Spell Focus (evocation), Improved Initiative, Improved Sunder, Maximize Spell, Power Attack, Quicken Spell, Reach Spell, Scribe ScrollB, Spell Focus (evocation).|
|Epic Feats||Craft Epic Magic Arms And Armor, Epic Evil BrandB, Epic Spellcasting, Epic Spell Focus (evocation), Epic Sunder, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Improved Spell Capacity (13th), Intensify Spell.|
|Environment||Malbolge, the Sixth of the Nine Hells of Perdition|
|Organization||Solitary (Unique) or with Taniniver steed|
|Treasure||Thunder's Voice, The Scourging Stone plus quintuple standard|
Among mortals, there are
few gifts more precious than the birth of a child. The creation of a child,
across most mortal cultures, is the manner in which mortals reveal their own
creative power, their own divinity. Even among the more brutal mortals, the
birth of a child guarantees the continuation of the species, the promise of
a new tomorrow. Children are the future and, in some ways, a harkening to the
past. Among more beneficent cultures, child-rearing requires that parents and
society reflect on how they were raised to maturation, requiring those charged
with protecting their offspring to consider the past from which they themselves
emerged. So great are children perceived in many mortal societies that all but
a few worship gods or call on celestial patrons to defend and protect them,
to ensure their physical and spiritual growth and survival.
Innocent and without blemish,
mortal children are clean slates upon which goodness can be stamped and shaped.
They are naturally drawn to goodness and support, carelessly upholding the values
championed by the Realms Above. It is said that in the Realms Above, angels
sing when a new child is born. To angels and gods of righteousness, children
reflect the rightness of the path mortals naturally take as they attempt to
achieve that which is right in their lives. It is only as mortals grow, only
as they are exposed to cruelty, carnality, vice, and death that the innocence
of childhood is overthrown and, for the unfortunate, shattered. The Realms Above
deplore the manner in which the natural path is corrupted due to the machinations
of not just misguided mortals, but also by the denizens of the Depths Below.
In the Depths Below, children
are viewed in various ways, none of them remotely decent. There are countless
creatures of evil that value the pure, smooth flesh of children, the pristine
nature of their blood and souls. The demons of The Abyss crave this innocence,
delighting in ravaging the unsoiled light children represent. Daemons enjoy
leeching the life and vitality from children, finding the young a threat to
the apathy and selfishness the Wastes represent. However, in the Nine Hells,
children often mean hope, a concept that has no place in the Pit, for it can
lead to a desire to cast off Perditions yoke. Children are worthless and
useless until they are old enough to be mercilessly programmed by cold logic
and scalding irons. At best, children are tools in Hell, ripe to be used to
extort, intimidate, or threaten. The Hells seek to overthrow the current order,
the natural order, in which children currently exist. They hope to replace the
weakness and foolishness of this paradigm in favor of their own that will naturally
lead mortals down a path accepting oppression and tyranny. There are no devils
in Hell more dedicated to the establishment of this new order than the Lord
of the Sixth Lilith, the Countess of Malbolge.
Lilith is one of the original
Lords of Perdition and, some say, even more ancient than Mephistopheles
and Dispater (a claim hotly contested
by both Lords). In texts older than most current pantheons, her name can be
found associated with the domination of the winds and earth, symbols of the
male and female. Storms and ravaging winds were said to be signs of her approach
and her will. In these ancient times, Lilith was the most recognized Lord in
the mortal coil, the mistress of destruction and sterility, a foul irony given
the traditional ideas of the sacred feminine. In the mortal coil, Lilith discovered
what she believed could be the source of ultimate power: Nature. Of all the
aspects of the mortal coil, Nature was among those most difficult for the Powers
of Hell to dominate. Free and not dedicated to anything other than the perpetuation
of life and balance, Nature was possibly the greatest threat to Perditions
desires in the material plane. While the other ancient Lords believes that dominating
the mortal soul would grant them eventually power over Nature, Lilith believed
that Nature itself needed to be enslaved, needed to be reconstituted under the
will of Hell. After all, mortals are dependent upon Nature, in a sense enslaved
to it. Men cannot birth children and women cannot provide the seed to fertilize
their own eggs. Children need the support and guidance of their parents to survive
and grow. If these aspects of Nature were overthrown and dictated by Lilith,
her command over the mortal coil would be unsurpassed.
in the mortal coil in the Days of Antiquity and during the Dawn of the Gods
was said to have been one of the reasons that men were driven to dominate women.
In nature, male and female although serving different responsibilities
and abilities coexisted in balance. They constituted two parts of one
whole. Lilith sought to overthrow that balance; taking one aspect and making
it dominant over the other. Lilith, the only female among the Lords
of the Nine in the ancient days, selected women. Having been a slave to Lucifer
the Satan since his establishment of the Hierarchy of Hell, Lilith thought it
to be amusing and appropriate if among mortals the reverse were true. She had
no special love for women beyond men, but believed that in establishing a new
ordering she would lay the foundations for more expansive changes in the future.
Across the Cosmos, the first witches dedicated to tyranny and oppression emerged.
They enslaved men and murdered their own children in order to redress what they
claimed were shackles to their own powers and station. Men were useful only
as objects of reproduction and manual labor. They were relegated to a station
barely greater than that of beasts of burden. Children became no longer viewed
as blessings, but as potential slaves or servants of Lilith; their numbers were
regulated in order to ensure the appropriate ration of men to women and reduce
the need to tend to their care any more than necessary. In short order, and
with help not from the Realms Above but from Agents of Balance and the Scions
of Anarchy, mortal males overcame these oppressive times. Unfortunately for
many female cults across the Cosmos dedicated to mutual respect of both genders,
the backlash was such that women became viewed as less than men and children
the responsibility of the weaker sex.
In spite of setbacks such
as these, Lilith continued to corral Nature to her will. In her attempt to better
understand and react against the free range Nature represented, Lilith began
to abandon her Lawful core. Initially disgusted by the infection of Chaos, Lilith
quickly reaped the benefits of not only an expanded worshipper base, but more
direct control over matter; she also rationalized that her Neutral Evil nature
would last just long enough for her to realize her conquest. She birthed her
greatest number of monstrosities during this time, including her best known
child, Amdusias, and possibly even the first lamias. She gathered to her powerful
priests, one of the greatest being Lamatsu, one of the first two vampires. Lilith
leeched the material plane of its energy, its vitality, corrupting it with her
need to control and regulate. The mortal coil suffered immeasurably, so much
so that eventually the gods themselves were forced to put aside their petty
concerns to deal with the Dark Goddess directly.
in the mortal coil eventually drew the ire of various divine pantheons. Her
dogma was so pervasive that it adversely impacted the worshipper base of evil
and neutral gods. Thus, while the Bastions of Righteousness turned their attentions
to Lucifer the Satan, the powers of Nature and the forces of divine darkness
looked to cast Lilith down. Unlike Lucifer, who was overthrown by Asmodeus
rather than by the Celestial Hosts, Lilith was not overthrown but was brutally
driven back by Agents of Balance, servants of Nature, and evil gods. Her power
was only curtailed, not broken, and she continued to plague the mortal coil
in a less overwhelming capacity. Lilith was as adaptable as the Nature she sought
to command, changing her tactics as needed. She took on mortal guise and, with
her erinyes servants, descended
into the mortal coil to mate with and murder powerful men, setting their offspring
up in positions of power. She would nurse the children of those who stood in
her way, poisoning or corrupting them with her milk. She stole into the demesnes
of gods and cosmic entities alike, with whom she mated to create new monsters
under her control. She was on the precipice of divinity, prepared to cast off
the command of her diabolical master, and assume her rightful place as the Dark
Goddess of Desolation. She was known by at least 17 different names and in some
cases was believed to have been the first mate to the earliest male mortals.
So terrible was Liliths impact in the mortal coil that many demon queens
were greatly influenced by her, and many learned from Liliths successes.
It is even rumored that she established relations with The Dark Princes The
Abyss. However, the likes of The Abyss and the Wastes of Despair answered to
none, while Lilith was compelled to answer to a new Overlord of Hell.
While Lucifer encouraged
regular aggression and antagonism against the gods and their mortal charges,
Asmodeus was far more subtle
in his tyranny. He sought to avoid open conflict. He wished to rein in Lilith,
whose frequent successes in the mortal coil continued to draw Hells foes
into the Nine-Fold Realm. However, this is simply a convenient story to conceal
Asmodeus true concern.
In her quest to control nature, Lilith, like Adrammelak and Sammael,
had allowed Chaos to infect her being. This being unacceptable to Hell, Asmodeus
found it was necessary to curtail his wayward slave. The Great Fall was the
perfect opportunity for Asmodeus
to remove Lilith from her station. As Lilith continued to concentrate her efforts
in the mortal coil, she paid little attention to the on-goings in Hell. Her
only ally and occasional lover, Sammael,
found himself too occupied with observing the machinations of the recently arrived
Fallen, Beelzebub, to be
bothered to warn her of the celestial threat in Cocytus
(Maladomini). While the Lord of the Flies ensnared Sammael
in webs of intrigue, he sent Moloch,
his brutal viceroy, into the Sixth. Of her various Dukes, only Amdusias and
Aguares managed to survive Beelzebubs
plots; the rest were either publicly executed or disappeared as Molochs
army swept across the mountains of Liliths domain. Simultaneously, Beelzebub
leaked information out to his former angelic allies about Liliths depravities
in the mortal coil. The Celestial Hosts and the various gods of Nature and even
evil gods wasted no time in tracking down and destroying the thousands of cults
Lilith had cultivated over the millennia. Finally recognizing that something
was amiss, Lilith turned her attentions to Cocytus
(Maladomini) too late, finding herself alone and surrounded by Beelzebubs
forces. Although the Arch-Devil of Pride did not arrive in person to deliver
his ultimatum, Moloch did.
If she hoped to survive, Lilith would have to accept the new order of the Fallen
and serve as Molochs
slave and concubine. When she attempted to call on her power as a Lord- Regent
to cast down Moloch, Lilith
realized that Asmodeus had
stripped her of her cosmic power. She was forced to accept Beelzebubs
For countless millennia,
Lilith chafed in obscurity under Molochs
rule. It was initially believed that Moloch
did not destroy Lilith because he enjoyed forcing her to engage in acts of lust
with him, forever reminding her of the power and authority she lost. In reality,
Moloch was ordered to keep
Lilith alive by Beelzebub
(who did not want to give Asmodeus
an excuse to grant Moloch
regency over the Sixth odd, considering that Asmodeus
could do so if he wanted to even with Lilith still alive). While Moloch
ruled Malbolge, Liliths
name all but disappeared from the minds of even the most informed sages and
scholars. Indeed, the Realms Above and the Agents of Balance and Nature thought
her dead like Adrammelek,
and soon forgot about her. Liliths many aliases were either forgotten
or were adopted by other cosmic entities and gods. Yet, Lilith found the means
to adapt and survive in spite of her new station. Slowly and secretly, she stole
into the mortal coil on occasion, growing new cults. Unlike before, however,
Lilith instituted strict, orderly guidelines for her new servants and limited
her areas of influence. Cults associated with oppressed women, women who viewed
children as shackles placed on them by men, women who sought to reverse what
they perceived as the natural order (male dominance), and those interested in
power flocked to cults that worshipped the Hag, the Harlot, or the Waif, all
aspects of the corrupt side of nature, life, and destruction. Unknown to most,
all of these cults were controlled and empowered by Lilith herself. Although
nowhere near as prolific as they once were, these cults would sow the seeds
for the future as Lilith waited for the proper opportunity to regain her former
station. The Dies Irae would be that time.
When the Days of Wrath
came to a head and the Lords were forced to submit to Asmodeus,
Lilith whispered defiance in Molochs
ears, encouraging him to disrespect Asmodeus.
This Moloch did and Asmodeus,
with grim amusement, banished the Twice Fallen from Hell. As a reward for her
efforts, and believing that she learned her lesson, Asmodeus
reinstated Lilith as the Lord of the Sixth. Since that time, Lilith has traveled
throughout Malbolge, personally
destroying all those that helped overthrow her even as she redoubled her efforts
to rebuild her cult presence in the mortal coil. Now that her consolidation
of power is almost complete, Lilith plans on completing her rise to divinity.
Whether or not Asmodeus
(who has been aware of her machinations the entire time) seeks to impede Liliths
progress is unclear, but if he does not, she may well become the first god among
the lesser Lords of the Nine.
Since her return to power,
many of Liliths old foes have taken up arms to fight her once more. The
various Agents of Balance stand in opposition to her, as do the various powers
of Nature. Even the likes of Malar and other evil gods of Nature fear and oppose
her, concerned that their own powerbase would be shattered if her goal to restructure
Nature was successful. Among her greatest adversaries is the Defender of Freedom,
Sanoi the Heavenly Mother. Sanoi has been recognized as the most powerful celestial
dedicated to children and their defense. She despises Lilith and her heinous
desire to murder or mistreat the young and does all she can to stymie her activities.
Indeed, Sanoi would love nothing better than to meet Lilith in combat. Lilith
has no fear of Sanoi but knows that a direct confrontation with her would likely
draw the attention of her other enemies, which would probably result in her
In spite of, or perhaps
due to, her successes in the Days of Antiquity, Lilith has few allies in or
out of Hell. When they were both Lords of the Nine, Lilith and Sammael
maintained something of a lovers bond (or as much as can exist between
devils of their evil). When Sammael
was forced to flee Hell and Lilith was ground under Molochs
heel, the two did not maintain any contact. Although Lilith has regained her
power, she has been cautious with dealing directly with Sammael
as she is concerned with Asmodeus
reprisal. Needless to say, Lilith continues to detest Moloch.
If it were not due to her efforts to finalize her claim on Malbolge
and her responsibilities to her witches, Lilith would have put a great deal
of effort into tracking down and destroying the Twice Fallen. Moloch,
for his part, destroys any and all witch covens he comes into contact with if
he suspects that they are servants of the Queen of Desolation. Despite this
show of bravado, Moloch is
fearful of his fate should Lilith ever capture him.
Although she may be their
precursor, there is no indication that Lilith shares any association with demons
princesses. However, a growing minority of scholars do believe that the ancient
rumors linking Lilith to some demons may be true. It is known that a fair number
of lamias hold Lilith in a regard almost as high as they hold Demons leading
some to suspect that a union between Lilith and and a Demon Lord created the
race. To what extent Lilith currently interacts with Grazzt is unknown,
although the dominant scholarly position is that she, once again a paragon of
Law, perceives him as a threat to Hells Hierarchy and her own thirst for
dominion over Nature. An even more nebulous relationship is what she shares
with Orcus, the Demon Prince of the undead. Among devils, only the Scion-Emperor,
Lixer, commands more respect from undead than Lilith. The Countess is revered
largely by flesh eating and blood drinking undead, particularly wights and vampires.
As mentioned earlier, one of the primal vampires, Lamatsu, was believed to have
been one of Liliths priests in the Days of Antiquity. Of course, such
tales are of questionable validity, but it is known that Lilith has routinely
commanded her mortal servants to hunt down and destroy any trace of Orcus worshippers
they can find. To date, Orcus has been slow to respond in kind to Lilith, but
time will tell. Of Lamatsu, Lilith is believed to currently have limited dealings.
The truth, however, is that Lilith plans on reclaiming her former servant once
she has reestablished her rule in Malbolge.
Of course, Lilith is no longer Neutral Evil, as she was when Lamatsu originally
served her, and the Countess likely plans on reeducating the chaotic
Mother of Vampires. What Lamatsu, nigh a cosmic entity in her own right, thinks
of this assuming she knows is a mystery.
So far as Hell is concerned,
Lilith again does not count many as allies. Lilith has gotten herself into a
bitter, yet subtle conflict with the Duchess of Witchcraft, Rosier. In many
ways, Rosier benefited from Liliths overthrow, taking aspects of the Dark
Goddess original nature and warping them to fit her own attitudes regarding
witches. Lilith has put some effort into leading Rosier into traps that have
to date failed largely due to the attentiveness of Belial,
Lord of the Fourth. It is likely that Lilith will one day abandon subtlety for
direct action and will attempt to destroy Rosier; such an event would ensure
a war between Phlegethon
(Phlegethos) and Malbolge.
Lilith, who hates Belial
almost as much as she hates Beelzebub,
welcomes a confrontation but wants to make sure that she has regained the power
she lost after The Great Fall. There is simmering tension on the borders of
and Malbolge as Lilith has
used all of her restraint to keep from invading Cocytus
(Maladomini). She knows that Beelzebub
is extremely clever and well established in his Perdition and that she would
be certain to lose a direct confrontation against him. It is due to her hatred
of the two remaining Fallen that Lilith is almost guaranteed to join with Mephistopheles
and Dispater once she is confident
that her control over Malbolge
is complete. To date, though, Lilith has not established any formal ties with
the Lord of No Mercy or the Urbane Fiend. When Lilith is not cultivating her
cults in the mortal coil, she spends her time restructuring Malbolge.
Almost complete, Lilith has recently turned her attentions to the caverns at
the outskirts of the Sixth, having noticed the disappearances of some pit
fiends over the centuries. Lilith knows that there is another significant
power in her regency, although she is not yet certain of its nature. It is unclear
what Lilith will do when she discovers Verrier, Hells Pawn, an event that
is likely to occur in the not too distant future. Lilith has no relationship
to speak of with Bael or Mammon but she does loath Leviathan,
whom she remembers from days long past. Since their mutual reclamations of their
layers, neither Lord has tested the strength of the other as each tends to his
or her own internal affairs. Some scholars think that Leviathan
and Lilith may put aside their ancient enmity and unite to overthrow Belial,
Beelzebub or both.
with Asmodeus is one of
fearful loathing. On the one hand, Lilith knows all too well that she lost her
regency in part due to Asmodeus.
On the other hand, Lilith also knows that she abandoned her tyrannical nature
in order to acquire more power, so she knows that she is in part to blame for
her own downfall. Still, she seeks vengeance against her master and only her
fears concerning his true nature have kept her from bothering with any attempts.
After years of seeking divinity, Lilith has come to recognize aspects of the
same in Asmodeus and has
also noted similarities in these aspects with long forgotten Lucifer. Lilith
is perhaps the only Lord to believe that Asmodeus
and Lucifer are one and the same, but has done nothing with this knowledge.
Lilith also suspects that something far darker may also be pulling Asmodeus
strings, although she cannot fathom the existence of The Overlord. What is interesting
is the fact that Lilith has given birth to quite a few powerful beings that
she either abandoned some time after they were born or felt compelled to give
up immediately after birth, leaving them in the wastes of Malbolge.
In all such cases, Lilith was never able to determine the father, although she
always believed that Lucifer or Asmodeus
were responsible. One such being was Benzosia, the former and now dead Queen
of Hell. It is unlikely that Lilith has any knowledge of Benzosias relationship
to her (or Glasyas, for that matter) as the former Queen of Hell was one
that the Dark Goddess was forced to give up upon birth. If Lilith has any knowledge
of this or that the Princess of Hell, Glasya (with whom she has no political
arrangement), is her grandchild, she has not made it clear.
Although Lilith has long
since purged any Chaos from her nature, she continues to have fits of rage and
possesses a mercurial attitude for a devil. This is further reflected in her
penchant for taking different forms, something no other Lord save Leviathan
is prone to do. However, she is best known for three forms. First is the form
of the Hag, a withered, decrepit old crone in tattered clothing with rotting
flesh that hangs from her bones, stark white hair, rancid breath, and great
black ravens wings. This is the form Lilith takes when she is intent on
destruction and desolation. The second, the Waif, is a small girl with serpentine
eyes, raven hair, and dark clothes that cling to the shadows. The Waif often
appears when Lilith travels the mortal coil to either lure children to their
deaths or women down the path of Perdition. The Harlot is Liliths final
shape and the one most likely to be her true form: a statuesque, extremely beautiful
woman with long black hair that covers her naked white body, glowing amber eyes,
and a large, shapely red mouth. This form also has large black wings and blood
often trickles from the corners of her mouth, which are said to have at least
two very long, sharp teeth and a forked tongue. The Harlot is how Lilith typically
presents herself to her witches and when she is in Hell. In all cases, Lilith
carries Thunders Voice.
Recently there have been
even older texts unearthed, that are said to have their origins before the Days
of Antiquity and that suggest that Lilith may also be tied to even older beings
of The Abyss and the Gray Wastes, namely the mysterious Pale Night and murky
daemonic abominations. To date, thorough translations of these writings have
not been completed as the languages save for a few words related to ancient
elven are extinct. If these links between Lilith and the other denizens
of the Depths Below are true, her original station in Hell may have far exceeded
what is written in these very pages. Whether this is a ploy orchestrated by
Lilith to restructure history to suit her or the truth is unclear.
Lilith has a wide array of abilities to use, depending on the location of the battle and the nature of her foes.
In an urban setting, Lilith
will call upon the Profane Feminine to take control of children. She usually
directs them to pick up whatever weapons they can find and to attack any males
or pregnant females they come across as they make their way towards her. If
adults respond to these attacks with lethal force, Lilith will not intervene
she will only personally enter battle if she is discovered and attacked
directly, or if someone has found a means of subduing the children without harming
them. If the children are successful in their attack, or if it seems that they
will be stopped without being injured, Lilith will begin to destroy them herself.
In single combat, Lilith
will activate her Aura of Hell (cower) and cast greater epic mage armor on herself,
then meet the foe in melee with Thunders Voice. She will first attempt
to destroy her opponents weapon (using Epic
Sunder to add double her Strength
modifier to the damage). If the opponent proves capable dealing significant
damage to her, she will begin to use Fly-by
Attacks, hoping to stun him. If the opponent falls prey to the sonic boom
effects of her weapon, Lilith will attack viciously while they are stunned,
using Power Attack to deal as much damage
as possible. If Lilith appears outmatched, she will cast a quickened
heal on herself, call a team of pit
fiends, then Fly backward (or upwards) and
begin to rain elemental spells down upon her enemy (altering the energy types
as seems to be most effective), calling rolling thunder every three rounds and
directing the full damage upon the foe.
In a serious battle against
multiple opponents, Lilith usually begins combat by activating her Aura of Hell
(fear) and Might of Hell (usually tied to dispel
magic, to remove energy protection spells) abilities as free actions. She
will then use Natures Infernal Wrath as a free action, usually calling
rolling thunder if faced by a small group, or triggering a pyroclasm if beset
by a large one. If her opponents do not seem seriously harmed, she will attempt
a quickened greater dispel
magic (targeted upon a specific foe, if it seemed to take less damage than
the others), then will Fly upwards and attack with powerful elemental spells
(often chained or area of effect spells that will strike as many opponents as
possible). She will use her Infernal Elementalist powers to adjust the damage
type often to sonic, but she will take note of which energy types (if
any) the opponents seem resistant to. If her initial assault fails to destroy
her opponents, she will call pit
fiends to keep her foes occupied while she either moves into melee (attempting
to Sunder the weapons of enemy fighters)
or continues to blast them with powerful spells (including epic spells, if necessary),
while using her Infernal Elementalist ability to divert all energybased spells
away from herself or her minions and back towards their casters (or any innocents
they may be trying to protect). If multiple foes remain on the ground, she will
attempt to catch as many as possible within an earth rift.
If Lilith loses over a
third of her hit points, she will use a quickened heal and another heal to regain
them. If she loses that amount again, she will likely flee the scene unless
her victory seems assured at that point. Whenever possible, Lilith will distract
good foes by placing innocents at risk, such as by luring children onto a battlefield
or dropping large chunks of earth on their homes. If she is forced to flee combat,
she will often part by first targeting a village with an icequake, or placing
an entire town in the path of an earth rift.
Aura of Hell (Ex):
Liliths Aura of Hell can affect all creatures within 900 feet of her,
with a Will save DC 60 allowed to negate the effects.
Call Devils (Sp): As
a move equivalent action, Lilith can call devils. Nine times a day, Lilith may
call a Duke of Hell, 9 pit
fiends, or 18 lesser devils; devils so called have triple standard Hit Dice,
to a maximum of 45 Hit Dice. Since these devils are called, they have the ability
to summon other devils as their Monster Manual descriptions allow. Lilith has
no problem engaging those foolish enough to assault her one on one. In fact,
she will often insist that any member of her entourage remain on the sidelines
while she deals with opponents personally. Still, in the unlikely event that
Lilith finds herself threatened, she immediately calls in a team of pit
fiends before unleashing all of her might on those capable of harming her.
Aside from pit fiends,
the Countess does not seem to have any special preference for any kind of devil;
indeed, the only reason she calls pit
fiends is because she knows them to be the most powerful of the common devils.
Corrupt Nature (Su):
As she pursues her quest to become the mistress over all elements of the destructive
side of nature, Lilith has found the means to punish the very matter she seeks
to dominate. 6/day, as a full-round action in a manner similar to the Despoil
spell, Lilith can corrupt and curse the natural surroundings within 14 miles
of her person. Plants with 1 HD or less shrivel and die, and the ground cannot
support such plant life ever again. Plants with more than 1 HD must succeed
at a Fortitude saving throw (DC 60) or die. Even those successful on their saves
take 44 points of damage. All living creatures in the area other than plants
(and Lilith) must succeed at a Fortitude saving throw (DC 60) or suffer 4 points
of Strength damage and contract a Contagion.
Unattended objects, including structural features such as walls and doors, grow
brittle and lose 6 point of hardness, then take 12 points of damage (Lilith
may reduce the damage if she wishes).
The Dark Goddess (Ex):
During her years seemingly under Molochs
yoke, Lilith spent her time researching religion and the nature of divinity.
Through her own research, Lilith discovered the first steps to true godhood,
and one day hopes to be completely independent of Asmodeus
and the rest of Hell as she pursues her evil goals. She also found the means,
despite her clearly Lawful behavior, to grow in power as a druid,
forcing the elements and nature to bend to her will.
Lilith can actually grant
spells to those that worship her, although she only accepts female clerics
(or, in rare cases, men that have castrated themselves). The women that follow
her are often referred to as infernal witches or dark sorceresses, and are both
dangerous and alluring; however, there is a price for their power. Each worshipper
must sacrifice children (of age 12 or under) to Lilith in order to receive her
blessings. Lilith grants one virtual cleric level (providing the spellcasting
ability but not the hit dice) to each servant that slays a number of children
equal to the effective level they are trying to reach (1 child for 1st level,
2 more for 2nd, 3 more for 3rd, 4 more for 4th, and so on). These effective
levels stack with any actual cleric levels the servant may have, and if she
does not already possess domains, she is entitled to select either Evil or Law,
and either Destruction, Storm, or Weather. These followers may gain no more
virtual levels than their number of actual Hit Dice.
If the follower does not
slay at least one child every nine weeks, then they lose one effective level
at the end of that time period. These slayings must not be simple murders, but
sacrifices specifically dedicated to Lilith and performed during the worshippers
menstrual cycle. If a follower ever accomplishes a sacrifice in the direct presence
of Lilith herself, the effective cleric levels they have gained are converted
to actual, permanent levels. Of course, all of these women are forever lost
of the forces of good for the horror of their unnatural crimes, and will spend
an eternity rotting in Malbolge
(Ex): Lilith uses her Wisdom
modifier instead of her Charisma modifier
when determining the power of special attacks and special qualities.
Hells Fire (Su):
Lilith may use Hells Fire 19/day, a ten-foot wide line of diabolical energy
dealing 19d12 points of damage, up to 1,900 feet away. Victims caught in the
blast may Reflex save DC 60 for half damage. Liliths Hells Fire
appears like a torrent of corrupt, putrid blood and flesh mixed with components
of the four elements.
Aside from children of virtually any race, Lilith hates males. This hate
has grown significantly since the time she was deposed by Moloch,
and has come to fruition since she reclaimed her status as Lord of the Sixth.
Six times per day, all males within 1,200 feet of Lilith can be struck by Impotence.
They suffer 1 point of Constitution
drain each round for the next six rounds so long as they are within 1,200 feet
of Lilith; however, they are allowed a Fortitude saving throw each round (DC
60) to negate the Constitution
drain. Those who suffer at least three points of Constitution
drain in this manner must make another Fortitude save (DC 60); those that fail
this save take no further Constitution
drain but are permanently sterilized and can be restored only by a miracle
cast by a 31st level cleric of a god dedicated to nature or love.
Women may also be affected
by Lilith's Impotence, seeing life through Lilith's eyes for a time. Those who
fail a Will save (DC 60) are wracked with hatred for men and life for six rounds.
Those who have line of sight to a humanoid male of any species will attack that
male to the exclusion of all else, attempting to subdue the male, render him
helpless, and castrate him. Those who have no males within sight turn their
hatred upon their womb, attempting to remove or destroy it. The woman attacks
herself, hitting automatically. Each attack that deals damage forces a Will
save (DC 10 + damage dealt) to avoid passing out, and a Fortitude save (DC 10
+ damage dealt) to avoid destroying the womb. Pregnant women who deal any damage
to their womb in this manner terminate their pregnancies. The womb can be restored
only by a miracle cast by a 31st level cleric
of a god dedicated to nature or love.
Deities and cosmic entities
can be affected by this power only upon a successful opposed rank check.
(Ex): Lilith has mastered manipulating the destructive side of nature
to rival that of even an antagonistic god. In addition to her standard immunities,
Lilith is immune to electricity and sonic energies. She gains an additional
+9 bonus to her caster level and spell save DCs when casting spells or spell-like
abilities with an elemental descriptor.
Lilith can take control
of any elemental effect (whether spell or naturally occurring) within 1,200
feet that has the acid/earth, cold/water, electrical/air, or fire descriptor.
She can also control sonic energy if it is part of an air related effect (as
in many storm spells). The Countess can automatically take control of a natural
element, such as a forest fire or a storm cloud, up to 12 times per round as
a free action. Once she has gained control, she may move it or adjust its shape
or size (within the limits of her range) as she wishes. If she takes control
over a heavy object, such as a section of earth, ice, or water, she may attempt
to lift and move it in a manner similar to telekinesis, though this requires
a standard action to implement and she must concentrate each round to continue
moving it (she can maintain Concentration
for up to 89 rounds, and move a solid object at up to 30 ft. in a full round).
Her lifting capacity limits what she can affect in this manner, particularly
with heavier substances such as stone she may lift up to 4,800 lbs. in
this fashion. If she throws the object (relinquishing control over it as a standard
action), it travels up to 120 ft. in an arc towards the ground, striking objects
in its path and dealing 1d6 points of damage for every 25 pounds that it weighs.
Creatures in the path of the object may make a Reflex save to Dodge
it the DC is 60 -1 for every 200 lbs. the object weighs.
To gain control over a
spell or spell-like ability, Lilith must succeed on a Spellcraft
check (DC 10 + spell level + caster level). She may target up to 12 persistent
effects (such as a wall of fire)
per round, each as free actions. She need not ready an action to gain control
of a spell as it is being cast, and may still make the check as a free action,
but may do so only 3 times per round. If Lilith successfully gains control of
the spell, up to 12 times per round as a free action, she can redirect it to
another target (adjusting the caster level and save DC as though she were the
caster), or she can cause it to fizzle out harmlessly.
Whenever Lilith casts or
takes control of a spell with an elemental descriptor, she may change the elemental
type to another type of her choosing (including sonic) as a free action. She
may also choose to divide up the spells energy amongst any number of elemental
types (such as altering a 10d6 fireball to
deal 5d6 fire and 5d6 electric damage, or 4d6 electric and 6d6 sonic damage,
or 2d6 cold, 3d6 electric, and 5d6 fire damage).
Furthermore, Lilith may
apply any metamagic feats she possesses to any elemental spell she casts or
gains control of, by expending one of her own prepared spells of a level equal
to the feats level increase (such as expending a third level spell to
gain the effects of Maximize Spell).
Infernal Nobility (Ex):
As the Lord of the Sixth, Lilith has a status equivalent to that of the
gods. Lilith possesses a cosmic rank of 14. While in Malbolge
(and anywhere else on Hell that Asmodeus
allows), Lilith functions as a greater god with a cosmic rank of 17.
The Might of Hell (Su):
Liliths presence is so terrible that she can corrupt an entire area with
but a thought. Thrice per day as a free action, Lilith may unhallow
an area equal to 1,500 feet.
Wrath (Ex): Lilith has all but mastered complete command over the
destructive side of nature. Every three rounds as a free action, Lilith may
cause one of the following effects:
Earth Rift: While
flying at a height of 1,200 ft. or less, Lilith can open a flaming crack in
the earth, beginning below her and extending in any direction of her choosing.
The crack is up to 1,200 ft. long and up to 120 ft. wide. Anyone standing on
the ground within the area must succeed at a Reflex save (DC 60) or fall into
the chasm. This effect lasts for one round, during which time the ground shakes
violently anyone within a mile of the fissure (but not actually within
its area) must succeed at a Reflex save (DC 15) or fall prone. Spellcasters
standing on the ground and attempting to cast spells during that round must
succeed at a Concentration check (DC
20 + spell level) to successfully cast. Structures within that range are affected
as though by an Earthquake spell. At the
start of Liliths next turn, beings that fell into the flaming crack and
did not escape (through flight, teleportation, or similar means) are instantly
plane shifted to Malbolge
(there is no way to avoid this effect) as the rift slams shut. Once in the Sixth,
there is a 50% chance of one of two occurrences. On the one hand, the entrapped
are simply stuck in the layer until they find the means to escape on their own.
On the other hand, an unfortunate few receive a Fortitude save (DC 60) to avoid
being accursed into a lemure. For those that were not trapped in the chasm,
the force of the earth slamming closed again knocks anyone standing upon the
ground within one mile prone unless they succeed at another Reflex save (DC
60); anyone flying over the area the crack appeared (at an altitude of 140 ft.
or less) is showered with a hail of rocky debris, dealing 20d6 points of damage
(Reflex save DC 60 for half). The dust this debris throws into the air also
obscures vision, causing a miss chance when attacking creatures in that area
during the remainder of that round, and for the next three rounds thereafter
(50% the round the rift closes, 30% the first round afterwards, 20% the second
round, and 10% the third round). (If this ability is used in Malbolge,
those that fall into the crevasse are utterly destroyed and can be resurrected
only by a being that succeeds a rank check against Lilith, who always functions
as a cosmic rank 17 creature in this instance. Such a being must be in Malbolge
in order to attempt such an act).
Icequake: With this
ability, which affects a 1,200 ft. radius, Lilith causes the earth to shake
and ice to rush forth from the ground. All buildings in the area are dealt 50
points of damage (ignoring hardness) then frozen solid. Anyone inside a building,
or otherwise on the ground within the area, must make a Reflex save (DC 60).
Those that succeed take 5d6 points of cold and physical damage from the on-rushing
ice, while those that fail are instead engulfed by the ice and frozen solid.
Such beings are not slain, by rather effectively held in stasis. Left unattended,
the ice lasts for 14 days before melting as a free action, Lilith can
choose to melt it at any point prior. The melting process takes at least an
hour, and creatures must make a Fortitude save (DC 60) when they thaw out or
suffer 1d6 points of Constitution
damage. Alternatively, Lilith can, as a free action, choose to simply shatter
the ice and everything contained therein all creatures and objects that
had been frozen must make a Fortitude save (DC 60) or be destroyed, broken into
using this power, all living creatures within 1,200 ft. of Lilith spontaneously
burst into flame. They take 90 points of fire damage (Reflex save DC 60 for
half), and catch on fire (taking 3d6 points of fire damage every round for the
next six rounds unless they spend a full round attempting to put out the flames).
Rolling Thunder: When
Lilith invokes this ability, black storm clouds fill the sky, lit by constant
flashes of lightning that Lilith may call down upon her enemies. This ability
deals a total of 360 points of violated electrical damage, which Lilith may
divide up as she chooses amongst any number of targets within 1,200 ft. (dealing
at least 1 point of damage to each), or focus it all upon a single foe. Those
targeted can attempt a Reflex save (DC 60) for half damage.
While in Malbolge,
Lilith can call on Natures Infernal Wrath as often as she likes; elsewhere,
she can cast each of these thrice per day.
The Profane Feminine
(Su): Lilith views children as nothing more than slaves to her whims, in
a perverse reversal of the natural order for most sentient beings. As such,
she routinely goes out her way to harm and destroy them. However, at times she
finds it more amusing to shatter the hope of those who fight against her by
turning the very children they strive to defend into the enemy.
6/day, the Countess may
call all children (12 years old and younger) within 1200 ft. to her position
and take command over them. A magic circle will protect them from this influence,
as will having a Holy symbol of a good deity
in the area of effect otherwise, they immediately comply unless they
succeed at a DC 60 Will save. Arming themselves with whatever they can find
(usually knives, Scythes, sticks, and the like)
they march, nearmindlessly, upon the adversaries of Lilith. Being innocent and
magically compelled, a good character cannot simply slay these children (every
child a character murders moves them one step towards Evil). Those that slay
at least six children under these situations must succeed at a Will save (DC
60) or contract a curse that fills them with hatred, believing the children
themselves are to blame for what happened. If they fall prey to this, they will
begin to sacrifice at least one child a month to Lilith. A miracle
cast by a 31st level cleric of a god of children, love, or nature can remove
this curse, though the character may have to atone in other ways as well.
An example of such a child
is given here: Male or female human: CR 1/6th; small humanoid; HD ½d4-2;
hp 1; Init -1; Spd 20 ft.; AC 9 (touch 9, flat-footed 9); BAB +0; Grp -6; Atk
knife -2 melee (1d4-2/1920); AL N; SV Fort -2, Ref -1, Will -2; Strength 7,
Dexterity 8, Constitution 7, Intelligence 8, Wisdom 7, Charisma 8.
The children Lilith takes
control over remain under her command for up to 12 hours, or until Lilith returns
to Malbolge (whether by her
own volition, or by being forced back by the destruction of her physical form
on the Prime). In her spite, Lilith often slays these children herself (especially
if she intends to return to Malbolge
early), the children receiving another Fortitude save DC 60 to survive. Those
that are destroyed while under her control find their spirits consigned to Malbolge
unless a 31st level cleric (as described above) requests a miracle
on their behalf, or a deity intervenes directly (making a successful rank check
against Lilith), within six hours of their deaths.
The children controlled
in this manner often suffer later in life even if they do survive, remembering
everything they did while under Liliths fell influence. At the onset of
puberty, females that were subjected to this ability have a 50% chance of becoming
Lawful Evil (and in many cases, going on to become infernal witches), while
males have a 50% chance of either castrating themselves or committing suicide
at that same age.
Lilith also has more subtle
means to corrupt children rather than controlling or destroying them outright.
In a mockery of normal motherhood, Lilith can corrupt or poison any child who
feeds on her breast milk. She can infect them with a disease, as per any of
the Contagion effects (DC 60). Those that
survive (or that she chooses not to infect) have a 50% chance of acquiring the
halffiend template during puberty (also shifting their alignment two steps towards
Lawful and Evil). Females generally transform into full-fledged erinyes
Finally, Lilith is incapable
of creating normal children. The majority of her pregnancies conclude
with a miscarriage (sometimes resulting in an atropal or atropal scion). Of
those that survive, almost all are Lawful Evil, though in some rare cases the
nature of the father
might affect this. Furthermore, her children are generally either marquis-half
fiends or malefircareim, depending
on the status of the father, though other types of beings are not unknown. Many
of Liliths children are able to breed true and create entirely new races.
It is unknown if Lilith has the ability to control these offspring, although
those that point to lamias as her descendants doubt that she can.
Spell-like Abilities: At will Animate Dead, baleful polymorph, Blasphemy , blur, charm monster, Deeper Darkness, delayed blast fireball, Desecrate, detect chaos, detect good, Detect Magic, dominate monster, flame strike, Dispel Magic, Greater, greater invisibility, greater teleport, hallucinatory terrain, Hold Person, Magic Circle against Chaos, Magic Circle against Good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, pyrotechnics, Read Magic, Restoration, resurrection, scrying, suggestion, symbol of pain, Unhallow, unholy aura, unholy blight, wall of fire.
9/day: Contagion, Destruction, disintegrate, Earthquake, Fire Storm, Restoration, Greater, Harm, Implosion, Inflict Critical Wounds, Inflict Light Wounds, Inflict Light Wounds, Mass, Meteor Swarm , Shatter, True Resurrection.
6/ day: accursed, hellball, oppress, tyranny.
Level: 74th (83rd for elemental abilities), save DC = 35 + spell level, or 38
+ spell level for Evocation spells (+9 for elemental abilities).
also casts spells from the Destruction Domain; these are included in the list
above. For the purposes of the Smite power (granted by the Destruction domain),
Lilith is treated as a cleric of her caster level.
Lilith casts spells as a 67th level druid (76th level for elemental spells).
Spells per day: 6/9/9/9/9/8/7/7/7/6/3/3/3/2; base DC 35 + spell level, 38 +
spell level for Evocation spells (+9 for elemental spells).
Typical Spells Prepared:
0thdarkseed, daze animal, detect poison ,light, preserve organ, scarecrow;
1st camouflage, cure light wounds (x3), entangle, extract drug, faerie fire , produce flame, sandblast;
2nd body of the sun, briar web, circle of nausea, cloudburst, creeping cold, decomposition, flaming Sphere, scent, warp wood;
3rdCall Lightning, Cure Moderate Wounds , Dominate Animal, false bravado, Infestation of Maggots, Poison, Sleet Storm, Snare, Spike Growth;
4thArc of Lightning (x2) CA, Blight, Cure Serious Wounds, Dispel Magic, Energy Vortex, Freedom of Movement, Murderous Mist, Rusting Grasp;
5thBinding Winds, call lightning storm, control winds, explosive call lightning, insect plague, kiss of death, mass trance, wall of thorns;
6thantilife shell, cometfall, crumble, dispel magic, greater, miasma, phantasmal disorientation, pox;
7th chained flame strike, Creeping Doom, greater creeping cold, Heal, Pestilence, Slime Wave, Storm Tower;
8th Finger of Death, quickened dispel magic (x2), Reverse Gravity, Stormrage, Storm of Elemental Fury, Whirlwind;
9thEpidemic, Elemental Swarm, greater whirlwind, Invulnerability to Elements, storm of vengeance, thunderswarm
10thchained maximized three thunders flame strike, corrupt twinned Insect Plague, quickened greater dispel magic;
11thchained finger of death, chained twinned flame strike, quickened heal;
12th corrupted intensified lightning strike, maximized thunderswarm, maximized storm of vengeance;
Cometfall, twinned thunderswarm.
Spells (Wizard): Lilith casts spell as as a 57th level wizard (66th level for elemental spells). Spells per day: 4/8/8/7/6/5; base DC 35 + spell level, 38 + spell level for Evocation spells (+9 for elemental spells).
Typical Spells Prepared:
0tharcane mark, detect Magic, flare, ray of frost;
1st charm Person, magic missile (x2), obscuring mist, ray of enfeeblement, shield, sleep, true strike;
2nddetect thoughts (x2), acid arrow, scorching ray, shatter (x2), web, whispering wind;
3rd dispel magic (x2), fireball, haste, reach vampiric touch, three thunders lighting ball, wind Wall;
4th bestow curse, corrupt lightning bolt, dimension door, ice storm, shout, wall of fire;
of cold, empowered reach shocking
grasp, nightmare, quickened
magic missile, wall
Although one of the oldest devils in existence, Lilith has not spent considerable
time studying the arcane, concentrating her efforts in imposing her desires on
the natural order. As such, she has access to every spell up to fifth level in
the Players Handbook and any other source allowed by the DM. Lilith is most
fond of spells that burn, electrocute, freeze, or Sunder.
Epic Spells: 8/day.
Epic spells known: crown of vermin, curse of apostasy, eclipse, greater epic
mage armor, hellball, Liliths life siphon, mass frog, Miasma of hatred,
nailed to the sky, Pestilence, rain of
The well-known and dreaded sword of Lilith is a gift from Asmodeus
after he reinstated her as Lord of the Sixth. Thunders Voice is a huge
sword with a blade of pure, crackling darkness and a hilt of lightning. This
sword caused many citadels in Malbolge
to come crashing down.
Voice is a +6 greatsword of sonic blasting. It is treated as adamantine for the
purposes of bypassing damage reduction and hardness, and the sonic damage dealt
by this weapon also harms all adversaries within 10 feet of the target.
each swing, Thunders Voice issues a sonic boom capable of stunning all within
ten feet of the wielder; thus for every attack Lilith makes, whether she hits
or not, those within range must make a Fortitude save (DC 60) or be stunned for
1 round. Creatures that fail by 30 points or more are also knocked prone. Creatures
with sonic immunity are unaffected by this ability, while those with sonic resistance
gain a saving throw bonus equal to their resistance.
a critical hit, Thunder's Voice releases a crackling blast of black lightning
that deals 20d6 points of violated electrical and sonic damage to all foes within
30 ft. Creatures in the area can make a Reflex save (DC 60) for half damage.
to the curses associated with all Infernal Arms, those that manage to wield this
weapon without Liliths express permission must also make a Will save (DC
60) whenever they come within the presence of a child; failure indicates that
they attempt to strike the child down.
Scourging Stone: 3/day, this fist-sized pale green orb allows the blighting
of a 14-mile radius of land. All animals, magical
beasts, plants and vermin with
Intelligence scores of 6 or lower must make a Fortitude save (DC 60) or die. The
total amount of Hit Dice slain in this manner is added to the stone in the form
of charges. Lilith can expend these charges to empower herself. The stone can
hold a maximum of 666 charges.
increase: Lilith may enhance her ability scores for 1 minute. This costs a
number of charges equal to the ability increase squared. Lilith may spread this
increase out, as she desires. For instance, if she were to spend 144 charges,
she could increase one ability score by 12 points, two by 6 points, or all of
her scores by 2 points. Lilith cannot increase any single score by more than 12
increase: Lilith may increase the DC of one of her special attacks, spells,
or spell-like abilities. The increase only affects the immediate use of the attack;
more charges must be spent to increase it again. This costs a number of charges
equal to the DC increase squared with a maximum increase of 12 points.
of the Earth Mother: Lilith may expend the full 666 charges to deal 12d12
points of damage in a 12- mile radius. There is no save or resistance against
this damage, although it will not penetrate a Divine
be summoned into a man-made structure. She favors unhallowed groves, lightning-blasted
tors or dark grottoes as appropriate places for a summons; such places represent
Liliths certain dominance to come over Nature. Only women can summon Lilith.
The magic circles to be
used must be formed of ground silver and unicorn blood; lightning must strike
each circle thrice to bind magic in place sufficient to summon Lilith from her
realms in Malbolge. Between
the two circles, the summoner(s) must carve the runes that signify each of the
four elements: to the north, the symbol of fire, a wand; to the south, the symbol
of earth, a pentacle; to the east, the symbol of water, a cauldron; and to the
west, the symbol of air, an athame (a doubleedged knife). Lilith demands that
these symbols be placed opposite to their proper places, once again symbolizing
her reordered vision of nature. Over each of these symbols must be placed actual
instances of the runes (thus a wand of some sort on the north, and an athame
on the west). Each item so used must be of extremely fine workmanship (worth
in excess of 666 gp), and must have been crafted by a barren woman.
As soon as the
ritual begins, storm clouds swiftly gather, centered within a one mile radius
over the summoning area. Throughout the summons, the clouds become heavier and
more foreboding even as the thunder grows louder and the lighting more colorful
as it races along the bottom of the clouds. As part of the ritual, the summoner
approaches each symbol in turn, starting at the north and going clockwise around
until returning to the north. The wand must be smeared with the blood of an aborted
child and then thrust into the earth (the magic of the invocation allows the wand
to be thrust into rock or hard dirt as easily as into sand) on the first turn
to the north. The urine of a man forcefully castrated must be poured as a libation
from the cauldron or cup to the east. The five-pointed star, or pentacle, must
be used to cut an incision across the chief summoners abdomen, forming the
Infernal word for barren; if the summoner was not already unable to
conceive, she is cursed with barrenness from that time forth. Crossing to the
west, she must then use the athame to castrate a virile man. Finally, she takes
the grisly remains of this work back to the north, where, pronouncing the final
words of the invocation, the testicles are consumed in supernatural fire, the
ashes raining down over the bloodied wand.
then strikes throughout the area, while the earth shakes and moans. A fierce wind
sweeps through and the magic circle bursts into flame. In the midst of this, a
single lightning strike greater than all the rest erupts, and when the debris
clears, Lilith stands, electricity dancing over her form (when summoned she almost
always appears as the Harlot), and grim amusement on her face.
deals efficiently with those who have summoned her, offering boons to those willing
to worship her, and teaching the secrets of how to tap into her power. If any
present have children of their own, she does not hesitate to find a way to have
such children killed in sacrifices that increase her own power.
all is finished, Lilith is consumed by a tornado that lifts her into the air.
The tornado is 10 feet wide at the base, 30 feet wide at the top, and 60 feet
tall. Anyone standing where it appears must make a Reflex save DC 60 or be caught
in the tornado, taking 3d6 points of bludgeoning damage and being suspended by
the winds. Creatures with a Fly speed may attempt the save again each round in
order to escape; those that fail (or do not attempt the save) take 1d8 points
of damage per round. They may otherwise act normally, but must make a Concentration
check (DC 15 + spell level) to cast a spell and take a 4 penalty to Dexterity
and a 2 penalty on attack rolls. The tornado grants concealment to anyone
within 5 feet, full concealment to those inside, and persists for six rounds.
At the same time it first appears, the entire summoning area is carpeted with
lightning strikes. These bolts do not harm those in the area, but all present
must make Will saves against DC 60 or else suffer immediately from Liliths
Impotence power; barren women are immune, and Lilith may choose to confer immunity
on others present if it suits her purposes. Against this incandescent display,
even those who successfully save are dazzled and see practically nothing for six
rounds. By the time normal sight returns, Lilith has disappeared without a trace.
The items used in summoning Lilith are thereafter considered desecrated at Liliths caster level permanently, and are expected to be used in future summons and sacrifices.
Roleplaying Elements from
The Netbook of Witches and Warlocks
Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Lilith is many things, first woman, wife, mother of demons, consort to men, demons, devils and gods, witch, demon and Goddess.
Lilith was the first wife of Adam, the first man. Adam and Lilith never found peace together, for when he wished to lie with her, she took offence at the recumbent position he demanded. Why must I lie beneath you?” she asked. I also was made from dust, and am therefore your equal. She became proud and refused to lie beneath him during intercourse. This violated the command to be fruitful and multiply, since she was not being impregnated. Some traditions hold that she was impregnated and bore demons from him. Others claim She had two daughters with Adam. Naamah and Tubal are referred to as Cain's sisters. Naamah is the mother of many devils. He pushed the issue of her submission, and she uttered the Holy Name of God and flew away.
It is said that soon after Lilith left Adam he stood in prayer before his creator and said: God of the World, the woman that you gave me has run away from me. God tried to force her to return to Adam and sent therefore the death-angel Azrafil to her in the desert at the Red Sea, where she dwelled with the djinns, giving birth to countless demons. Then God dispatched the three angels, Sanvai, Sansanvai, and Semangelof to bring her back. They caught up with her in the desert near the Red Sea, a region abounding in lascivious demons, to which she bore Lilim at the rate of more than one hundred a day. Return to Adam without delay, the angels said, or we will drown you! Lilith asked: How can I return to Adam and be his woman, after my stay beside the Red Sea? It would be death to refuse! they answered. How can I die, Lilith asked again, when God has ordered me to take charge of all newborn children: boys up to the eighth day of life, that of circumcision; girls up to the twentieth day? Nevertheless, she said, I swear to you in the name of God who is living and exists, that if ever I see your three names or likenesses displayed in an amulet above a newborn child, I promise to spare it.
To this day they agreed; however, God punished Lilith by making one hundred of her demon children perish daily, and if Lilith could not destroy a human infant, because of the angelic amulet, she would spitefully turn against her own. As late as the 18th century, mothers and children across many cultures took advantage of the protection offered by these amulets. Charms and rituals accompanied the use of the amulets, protecting mothers and infants from the retribution of Lilith. Baby girls were considered vulnerable in their first three weeks of life.
Boys, on the other hand, were believed to be vulnerable for longer periods of time. Any boy under the age of eight was possible prey.
of Influence: Evil, Moon, Women
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