
Size/Type: Medium Spirit (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 12d8+60 (120hp)
Initiative: +7
Speed: 40ft. Fly: 80ft. (Good)
Armor Class: 30 (+7 dex, +10 deflection, +3 natural)
Base Attack/Grapple: +12/+19
Attack: 2 Claws +21 (1d6+5) and 4 Stings +21 (1d6+5+poison)
Space/Reach: 5ft./5ft.
Special Attacks: Spells, Spell-Like Abilities, Psi-Like Abilities
Special Qualities: Immunity to Electricity and Poison, Resist Fire, Cold and Acid 10, Resist Disease +4, SR22, DR10/Good or Lawful and Iron, Deception,
Saves: Fort +23, Reflex +25, Will +26
Abilities: Str 20 Dex 24 Con 20 Int 20 Wis 26 Cha 31
Skills: Bluff +35, Diplomacy +35, Sense Motive +23, Search +20, Knowledge (Religion) +30, Knowledge (The Planes) +20, Spellcraft +20, Intimidate +25, Hide +22, Move Silently +22, Disguise +25 (+27 acting), Listen +23, Spot +23,
Feats: Extend Spell, Quicken Spell, Weapon Finesse, Cute Charm, Evil Eye, Dark Speech(B)
Environment: Infinite Layers of the Abyss
Organization: Solitary or Cult (Self+3d4 6th level clerics)
Challenge Rating: 12
Treasure: Triple Items, Standard Goods and Coins
Alignment: Always Chaotic Evil
Playable: Not Recommended
Demonic tempters who specialize in corrupting those of faith to the cause of the abyss. Within demonic cults, they tend to serve as intermediaries between the cultists and the lord they worship, if they aren't outright leaders of the cults themselves. Other Lilitu infiltrate religious orders and slowly work to twist and rot them from the inside, turning them to evil.
In it's natural form, a Lilitu resembles an attractive humanoid winged demon with 4 tails ending in stinger like tips.
Combat:
Lilitu are primarily manipulators and would prefer to avoid combat if possible. When fighting it prefers to have minions at its disposal, using it's magic to enhance and support them.
Aura of Primal Emotion (Su): A Lilitu projects an aura of arousal (charm monster) out to close range (55ft.) (DC26). Success doesn't confer immunity on future saves.
Deception: If a Lilitu would be affected by an effect that varies based on alignment. It's alignment is treated as whatever is most favorable to it. For example, it would not register as evil to Detect Evil if it did not wish to, nor would it be affected by Holy Smite or a Holy weapon if it did not wish.
Erotic Grace (Ex): A Lilitu adds its Charisma modifier as a grace bonus to all saving throws and as a deflection bonus to it's AC. This does not stack with similar abilities (such as a Paladin's Divine Grace). It also has the ability to speak and read any language as though under the effect of tongues and comprehend languages.
Lilitu's Gift (Su): By giving a kiss or some sexual act against a willing or helpless creature, a Lilitu can grant that creature a +2 bonus to Charisma, a +2 bonus on saving throws, its Deception ability and the recipient gains the use of one of the Lilitu's spell-like abilities of the Lilitu's choice (except Greater Teleport). An unwilling creature can resist the gift with a will save (DC26).
While the gift is active, the Lilitu's name is tattooed upon the recipients body in Abyssal (most Lilitu place the mark somewhere easy to hide). Furthermore, the Lilitu gains the benefit of a Greater Status effect keyed to the recipient as well as being able to speak to them via telepathy (both function regardless of plane) and by concentrating, can share the subjects senses and observe the world around them, as if it were standing in the subjects place. The Lilitu can use its Suggestion, Detect Thoughts, Probe Mind and Charm Monster abilities on a recipient, regardless of distance or plane and the recipients save bonus becomes a save penalty against these effects.
The lasts until the creature is subject to a Dispel Chaos or Dispel Evil effect, the Lilitu decides to remove the gift (a free action) or the Lilitu dies. The gift can be suppressed if the recipient is subject to Protection from Chaos/Evil, Mantle of Good/Law, Holy Aura, Shield of Law or similar effects.
Master of Disguise: When polymorphed or shapechanged into a form other than it's own, True Seeing and similar abilities do not automatically see through the disguise. Instead, they are granted an immediate save to disbelieve as if it were an illusion (even if the effect doesn't ordinarily grant one). If they fail, then they cannot see through the disguise.
Poison (Ex): Injury, Fort DC 21 (con-based), Initial: 2d6 wis, Secondary: 1d4 negative levels
Psi-Like Abilities: At Will: Sensitivity to Psychic Impressions,
Spell-Like Abilities: At Will: Detect [Alignment], Detect Magic, Detect Thoughts, Invisibility, Persistent Image, Unholy Blight, Chaos Hammer, Charm Monster, Disguise Self, Polymorph Self, Greater Teleport (Self+objects carried only), Sending, Suggestion, Arcane Mark, Deeper Darkness, Prestidigitation, Scorching Ray, Probe Mind
DC26
Spells: A Lilitu casts spells as a 12th level Cleric with access to the Chaos, Corrupt, Evil and Trickery domains, plus any from its deity or philosophy. It uses Charisma rather than Wisdom to determine its bonus spells and save DCs.
Typical Cleric Spells Prepared: 9/8/7/6/5/5/4
0: Create Water, Read Magic, Amanuensis, Purify Food and Drink, Cure Minor Wounds (2), Mending (2), Resistance,
1: Cure Light Wounds (3), Inflict Light Wounds, Command, Obscuring Mist, Divine Favor, Doom, Erzebet's Skull Bomb(D)
2: Cure Moderate Wounds, Extended Shield of Faith, Divine Interdiction, Enthrall, Find Traps, Bear's Endurance, Hold Person, Nondetection(D)
3: Cure Serious Wounds, Protection from Energy, Bestow Curse, Blindness/Deafness, Energy Vortex, Locate Object, False Vision(D)
4: Cure Critical Wounds, Extended Prayer, Mass Shield of Faith, Sound Lance, Restoration, Greater Invisibility(D)
5: Plane Shift, Quickened Cure Light Wounds, Wall of Stone, Flame Strike, Slay Living, Elush's Epiphyseal Erosion(D)
6: Quickened Sound Burst, Quickened Eagle's Splendor, Heal, Blade Barrier, Screen (D)
Domains: Corrupt and Trickery
Save DC20+spell level
Use Magic Device: A Lilitu counts as any race/class/spell list/whatever equal to it's HD for the purpose of activating magic items.
Vulnerability to Divinity: Ironically, the Lilitu suffers a weakness to divine magic. It's erotic grace ability doesn't apply to saves against divine magic, and it furthermore suffers a -2 penalty to such saves.
Skills: A Lilitu has a +10 racial bonus to Bluff, Diplomacy and Knowledge (Religion).