Lilitu (CR 12)
Medium Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +8 (Dex); Senses: darkvision 60 ft., Listen +22, and Spot +22
Languages: Abyssal, Common; telepathy 100 ft.
AC: 26 (+8 Dex, +8 natural), touch 18, flat-footed 18
Hit Dice: 14d8 (119 hp); DR: 10/cold iron or good
Fort +13, Ref +17, Will +14
Speed: 40 ft.
Space: 5 ft./5 ft. (10 ft. with stingers)
Base Attack +14; Grapple +17
Attack: 4 stingers +22 melee and claws +20 melee
Damage: Stingers 1d4+3 plus poison, claws 1d6+1
Special Attacks/Actions: Lilitu's gift, Combat reflexes
Abilities: Str 17, Dex 26, Con 18, Int 19, Wis 20, Cha 30
Special Qualities: SR 23, immune to electricity, poison, resist acid 10, cold 10, fire 10, Tanar'ri traits, item use, mock divinity, shroud alignment, weakness: divine magic
Feats: Combat Reflexes; Dark Speech; Persuasive; Quicken Spell-Like Ability (suggestion); Weapon Finesse
Skills: Bluff +29, Concentration +21, Diplomacy +31, Disguise +27 (+29 acting), Forgery +21, Heal +22, Intimidate +31, Knowledge (religion) +21, Listen +22, Perform (any one) +27, Sense Motive +22, and Spot +22
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, see text
Fiendish Codex I
Favored Class: cleric; see text
Cleric Spells Prepared (CL 9th):
5th - lesser planar binding*, mass cure light wounds, plane shift (DC 25), raise dead
4th - confusion* (DC 24), cure critical wounds (2), freedom of movement, imbue with spell ability
3rd - bestow curse (DC 23), cure serious wounds (3), dispel magic, nondetection* (DC 23)
2nd - cure moderate wounds (4), demoncall*, enthrall (DC 22), hold person (DC 22), silence (DC 22)
1st - command (DC 21), cure light wounds (4), demonflesh*, divine favor, shield of faith
0 - cure minor wounds (4), detect magic, mending
*Domain spell. Domains: Demonic, Trickery.
Spell-Like Abilities (CL 14th): At will - charm monster (DC 24), detect good, detect thoughts (DC 22), disguise self (DC 21, no limit on duration), fly, suggestion (DC 23), greater teleport (self plus 50 pounds of objects only), sending, tongues; 1/day - dominate person (DC 25), quickened suggestion (DC 23), symbol of persuasion (DC 26)
Item Use (Ex): A lilitu can use any magic item as though she had successfully used the Use Magic Device skill.
Lilitu's Gift (Su): Once per day, a lilitu can embrace a willing or helpless living creature as a standard action and grant it a +2 profane bonus to Charisma and a +2 profane bonus on saving throws. The effect persists for 24 hours or until the target creature is affected by a dispel chaos. Until the gift expires or is removed, the affected creature radiates chaos as if his alignment were chaotic. Moreover, its natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of bypassing damage reduction.
As long as the character possesses the gift, the lilitu's name (written in Abyssal) appears as a tattoo somewhere on the character's body. Most lilitu take pains to place this mark somewhere that's easily hidden. The recipient of a lilitu's gift cannot see his own tattoo. As long as the gift remains active, the lilitu can monitor the character's condition and location as if she had placed a status spell on that character. She can communicate telepathically with the character at all times, despite any intervening distance (even across planes), and by concentrating can observe the world around the character as if she were there in his place. Lilitus often use this ability to influence and trick a character into performing chaotic or evil acts. Accepting a lilitu's gift is a chaotic act and could have repercussions on the recipient's alignment.
A creature can resist gaining a lilitu's gift by making a DC 27 Will save. The save DC is Charisma-based.
Mock Divinity (Ex): A lilitu casts spells as a 9th-level cleric, except that she uses her Charisma score to determine bonus spells per day and spell saving throw DCs. She has access to the spheres of Demonic and Trickery. She cannot spontaneously cast cure or inflict spells, nor can she turn or rebuke undead.
Poison (Su): Stinger-Injury, Fortitude DC 21, 2d6 Wis/1d4 negative levels. The save DC is Constitution-based.
Shroud Alignment (Ex): Spells and spell-like abilities that have the good descriptor treat a lilitu as if her alignment was good. Magic items are similarly fooled.
Vulnerable to Divine Magic (Ex): A lilitus heretical nature renders her particularly susceptible to divine magic. She makes all saving throws against divine magic at a -2 penalty, and checks to overcome her spell resistance with a divine spell gain a +4 sacred bonus.
Strategy And Tactics
Like her lesser succubus kin, a lilitu prefers to avoid direct physical confrontations, relying on dominated minions or other allies who don't realize her true nature to rise to her defense. She remains at range, using her cleric spells or her spell-like abilities to support her allies. Given the time, she always has fly and freedom of movement in effect on herself before combat begins.
The first three rounds of combat are always augmented with quickened suggestions. Lilitus are particularly fond of suggesting armored characters quickly remove their armor so she can get a better look at them, or suggesting to divine spellcasters that their holy symbols and other religious paraphernalia has been corrupted by her presence and should be hurled away immediately.
Unlike a succubus, a lilitu is a fairly competent melee combatant. If forced into melee, a lilitu reverts to her true form and uses her stingers and claws against the nearest cleric, paladin, or other divine spellcaster, saving other targets for last.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.