“Lynkhab, Lady of Regret: The Weeping Seductress”
“Lynkhab, Lady of Regret, promises ecstasy—but delivers eternal torment in the Sighing Cliffs.”

- Title: Lady of Regret
- Origin: One of the first succubi birthed from the mortal sin of lust
- Realm: The Sighing Cliffs (297th layer of the Abyss)
- Alignment: Chaotic Evil (with shades of existential despair)
- Symbol: A weeping mask split by a smile
Lynkhab is a tragic and terrifying figure among the demon lords of the Abyss, known as the Lady of Regret. Once a powerful succubus born from the sin of lust itself, Lynkhab has since evolved into something far more complex and sorrowful—a being torn between the burning need for connection and the devastating realization of its futility. She rules over the 297th layer of the Abyss, the Sighing Cliffs, a place of echoing wails and impossible terrain where despair becomes a tangible force. Her dominion is not one of cruelty for pleasure or conquest, but of endless longing, regret, and the seductive pull of oblivion.
Where others rule through dominion and strength, Lynkhab governs through emotional decay, luring mortals not just with desire but with the promise of meaning in their suffering. Her very presence is a paradox: she is the embodiment of everything one ever wanted—and the agonizing knowledge that having it will never be enough.
Lynkhab, the Lady of Regret, is a demon lord who embodies the dual forces of desire and despair. Unlike many of her Abyssal kin, she does not seek destruction for its own sake, nor does she rule through overt conquest. Instead, Lynkhab lures mortals to her realm with whispered promises of love, fulfillment, and the end of suffering—only to reveal the truth of hollow desire. Her existence is defined by the cruel irony of wanting to be free from herself, while being unable to die or find peace.
She once unmade her physical form in an effort to become pure will—a concept of want itself—but reconstituted her body in a vain effort to reconnect with the mortals she once deceived. Now, she regrets everything: her return to form, her isolation, even her continued existence.
Purpose and Motivation:
Lynkhab seeks annihilation, not of others, but of herself—a release from the endless cycle of yearning and disappointment. However, being a demon lord, she cannot simply die; her essence is anchored to the Abyss. So she tempts adventurers and powerful mortals to journey into her layer, hoping that one might be strong enough to kill her for good. Most who try either fail and perish in despair, or succeed in defeating her body—only for her to reform, cursed to continue.
Yet, there is a lingering question even she cannot answer: Does she truly want to die—or does she crave the intimacy of someone trying? This ambiguity drives her every action, making Lynkhab one of the most emotionally dangerous entities a mortal can encounter.
In essence, Lynkhab is the final seduction: not of pleasure, but of surrender.
Lady Lynkhab 5e
Lady Lynkhab 3.5
Lynkhab, Lady of Regret

Medium Fiend (Demon Lord), Chaotic Evil
Armor Class 25 (Unreal Presence)
Hit Points 777 (54d8 + 540)
Speed 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 22 (+6) | 30 (+10) | 28 (+9) | 30 (+10) | 35 (+12) |
Saving Throws Dex +14, Con +18, Wis +18, Cha +20
Skills Insight +18, Deception +20, Persuasion +20, History +17
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic, Poison
Condition Immunities Charmed, Frightened, Exhaustion, Paralyzed, Petrified, Stunned
Senses Truesight 120 ft., Passive Perception 25
Languages All, Telepathy 120 ft.
Challenge CR 32 (900,000 XP)
Proficiency Bonus +10
TRAITS
Unbeing Aura. At the start of each of Lynkhab’s turns, all creatures of her choice within 60 feet must succeed on a DC 28 Wisdom saving throw or lose a memory significant to them. The creature has disadvantage on ability checks and saving throws tied to that memory for 24 hours. Creatures immune to being charmed are not immune to this effect.
Icon of Regret. Whenever a creature targets Lynkhab with an attack or harmful spell, it must succeed on a DC 28 Charisma saving throw or be overwhelmed by self-doubt and automatically miss or lose the spell slot.
Legend of Sorrow. The first time a creature sees Lynkhab each day, it must succeed on a DC 26 Wisdom saving throw or be cursed. While cursed, the creature has vulnerability to psychic damage and disadvantage on Insight and Perception checks.
Magic Resistance. Lynkhab has advantage on saving throws against spells and magical effects.
Magic Weapons. Lynkhab’s weapon attacks are magical.
ACTIONS
Multiattack. Lynkhab makes three attacks: one with her Tear of the Abyss, one with Hand of Undoing, and one with Unmake Gaze.
Tear of the Abyss. Melee Weapon Attack: +20 to hit, reach 10 ft., one target.
Hit: 40 (6d10 + 10) psychic damage. The target must make a DC 26 Wisdom saving throw or fall prone, weeping uncontrollably for 1 minute (save ends at end of each of its turns).
Hand of Undoing. Melee Weapon Attack: +20 to hit, reach 10 ft., one target.
Hit: 36 (5d12 + 10) necrotic damage. Target must make a DC 26 Intelligence saving throw or lose proficiency in one random skill or language for 24 hours.
Unmake Gaze. Ranged Spell Attack: +20 to hit, range 120 ft., one target.
Hit: 45 (6d12 + 8) psychic damage. The target forgets the last minute of memory unless it succeeds on a DC 26 Intelligence saving throw.
LEGENDARY ACTIONS
Lynkhab can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
- Fade. Lynkhab becomes invisible until the start of her next turn.
- Whisper Remorse. One creature within 60 ft. must succeed on a DC 26 Charisma saving throw or suffer the effect of the confusion spell until the end of its next turn.
- Erase (Costs 2 Actions). One creature Lynkhab can see forgets how to use one feature (spell, trait, or ability) until it finishes a long rest.
MYTHIC ACTION (ONCE BLOODIED)
When reduced to half her hit points or fewer, Lynkhab becomes mythic, emanating a 90-ft. aura of despair for 1 hour.
Mythic Aura – The Weight of Memory. All creatures in the aura must make a DC 28 Constitution saving throw at the start of their turns or be incapacitated by sorrow until the end of their turn.
Shatter the Self (1/Day). Lynkhab targets up to 3 creatures within 120 ft. Each must succeed on a DC 28 Wisdom saving throw or have their soul temporarily removed. They fall unconscious and cannot be revived except by wish or true resurrection until succeeding a Charisma save at the end of each long rest.
SPELLCASTING
Lynkhab is a 20th-level spellcaster (Charisma-based, spell save DC 28, +20 to hit). She does not require components.
At will: detect thoughts, dream, major image, fear, dispel magic, phantasmal force, enthrall, suggestion
3/day each: dominate monster, plane shift (self only), modify memory, feeblemind, true seeing, synaptic static, eyebite, greater invisibility, mass suggestion, bestow curse
1/day each: weird, time stop, power word kill, mental prison, maze, mirage arcane, geas, mind blank, psychic scream
LAIR ACTIONS
On initiative count 20 (losing ties), Lynkhab can use one of the following effects within her layer, the Sighing Cliffs:
- Memory Fog. 60-foot-radius mist. All creatures have lightly obscured vision, and Wisdom (Perception) checks are at disadvantage for 1 minute.
- Echo of Regret. One creature relives its worst failure. It takes 45 (10d8) psychic damage and loses its reaction until the end of its next turn (DC 26 Int save).
- Drown in the Tides. Up to 3 targets must make DC 26 Strength saves or be knocked prone and pulled 30 ft. toward Lynkhab.
REGIONAL EFFECTS
The region within 6 miles of Lynkhab’s layer is twisted by her presence:
- Echoes of Regret. Disadvantage on saving throws vs. fear and charm.
- Lost Names. People forget names, faces, and facts. Restoration magic fails to recover them.
- Dreamfall. Sleepers risk visions of Lynkhab. At dawn, DC 20 Wisdom saving throw or gain 1 level of exhaustion.
These effects fade 1d10 days after Lynkhab’s defeat.
Lady Lynkhab

Lady Lynkhab is a demon lord. She is the Lady of Desire and Depression. She is also called the Lady of Regrets and is a patroness of the self-destructive and suicidal. She was a contender for the title of “Queen of succubi,” which is currently held by Malcanthet.
Description
As Lady of Desire and Depression, Lady Lynkhab is said to represent the concept of desire and the power to express it, but only other people’s desires. Her depression stems from the fact that she cannot express or act upon her own concepts. Lynkhab has assumed many different forms throughout her existence, all supposedly based on the desires of other beings. Her current form is that of a voluptuous red-haired female elf.
However, she desperately wants to be more than a demon lord; she wants to be a true deity. Thanks to her own innate nature and the aftermath of the war with Malcanthet, she can’t advance herself to anything more. Even though she still rules her own layer of the Abyss, Lynkhab is said to frequently wander the plane, looking for anyone who can end her miserable existence.
Relationships
Lynkhab once warred with Malcanthet, Xinivrae, and Shami-Amourae for the title of Queen of succubi.
Realm
Lynkhab rules the 297th layer of the Abyss called The Sighing Cliffs.
History
Very little has been revealed about Lynkhab except that she, Malcanthet, Xinivrae, and Shami-Amourae were among the first of the succubi to spontaneously arise from the Abyss from the mortal sin of lust. These succubi warred amongst themselves for rulership and supremacy over their race and in the end, Malcanthet assumed the title of Queen of succubi. Xinivrae and Shami-Amourae, have either been exiled or imprisoned by Malcanthet. Lynkhab herself survived the war but is said to be but a shadow of her former glory.
Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
Lynkhab, Lady of Regret | |
Medium outsider (Cosmic, Chaotic, Evil, Mazza’im) | |
Hit Dice | 41d8 + 410 (738 hp) |
Initiative | +15 |
Speed | 40 ft., Fly 70 ft. (good) |
Armor Class | 61 (+15 deflection, +11 Dexterity, +10 insight, +15 natural) touch 46, flat-footed 40 |
BaseAttack/Grapple | +41/+50 |
Attack | Claw +52 melee (1d6 + 9) |
Full Attack | 2 claws +52 melee (1d6 + 9) and 2 wings +50 melee (1d8 + 4) and tail +50 melee (1d6 + 4) |
Space/Reach | 5 ft. /5 ft. |
Special Attacks | Ambition, call demons, depression, life drain, spell-like abilities |
Special Qualities | Damage reduction 30/epic, good and cold iron, Darkvision, immunity to electricity and poison, resistance to acid 30, cold 30 and fire 30, Spell Resistance 38, telepathy 1000 ft., unholy grace |
Saves | Fort +47, Ref +48, Will +47 |
Abilities | Strength 29, Dexterity 32, Constitution 31, Intelligence 27, Wisdom 30, Charisma 41 |
Skills: | Appraise +30, Bluff +59, Diplomacy +71, Disguise +59 (+63 acting), Escape Artist +55 (+59 ropes), Gather Information +59, Intimidate +59, Knowledge (arcana) +30, Knowledge (history) +30, Knowledge (nobility and royalty) +52, Knowledge (religion) +52, Knowledge (the planes) +52, Listen +32, Perform (dance) +59, Sense Motive +54, Spellcraft +32, Spot +32, Survival +10 (+14 planes), Use Magic Device +59 (+61 scrolls), Use Rope +55 (+59 bindings) |
Feats | Ability Focus (depression), Combat Reflexes, Dark Speech, Flyby Attack, Improved Flyby Attack, Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (x3), Weapon Finesse |
Epic Feats | Epic Ability Focus (depression), Multispell-like |
Climate/Terrain | The Abyss |
Organization | Solitary (unique) |
Challenge Rating | 30 |
Treasure | Triple Standard |
Alignment | Chaotic Evil |

Ambition (Su): Lynkhab can install blind ambition in a creature with her gaze. Will DC 45 negates. A creature who fails begins to ignore reasonable obstacles to his demands. He grows angry and attacks the closest or most responsible creature anytime his slightest wish is delayed or denied.
Call Demons (Sp): 3/day, Lynkhab can call 3d10 succubi or 1d8 kelvezu. The succubi have double hit dice and maximum hit points.
Depression (Su): Those within 100 feet of Lynkhab realize feelings of melancholy and depression. Those that fail a Will save (DC 51) suffer a -10 penalty to initiative and have a 50% chance each round of taking no action at all as they brood morosely. This depression fades 1 hour after leaving the aura.
Life Drain (Su): Lynkhab can drain energy by luring a living creature into an act of passion or planting a kiss on the victim. An unwilling target must be grappled in order to do so. The kiss or embrace bestows two negative levels. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss. A Will save (DC 45) negates the suggestion. The DC to remove the negative level is 45.
Spell-like Abilities:
- Always active- detect good, detect law, tongues, true seeing;
- at will-astral projection, Bestow Greater Curse (DC 33), blasphemy (DC 32), crushing despair (DC 29), detect thoughts (DC 27), discern location, dominate monster (DC 34), forbiddance (DC 31), geas/quest (DC 30), greater dispel magic, greater teleport, major image (DC 28), mass charm monster (DC 30), mind fog (DC 31), modify memory (DC 29), scry, shapechange, telekinesis (DC 30), unhallow, unholy aura, unholy blight (DC 29);
- 6/day- antipathy (DC 34), symbol of weakness (DC 32), sympathy (DC 34), Trap the Soul (DC 33).
Caster level 30th
Cosmic Entity: Lynkhab has a +10 bonus on rank checks to overcome immunity to mind-affecting and energy drain.
Currently in the World

Lynkhab, the Lady of Regret, is a Demon Lord whose dominion lies not in fire or slaughter, but in memory’s aftermath—the lingering ache that follows failure, guilt, and lost choices.
Her throne lies in the Sighing Cliffs, a mournful realm within the Abyss, far from the blood-wars and roaring savagery of her kind. Here, echoes drift across grey coastlines, and the sea murmurs forgotten names beneath skies of ash.
She rules not by force, but by offering what no mortal god dares: freedom from remembrance.
Role in 1453: The Fall of Constantinople
The world teeters.
To the east, the disciplined hobgoblin empire known as the Akhar Dominion rises—its legions, clad in dark bronze and firesteel, surrounding the once-impregnable city of Constantinople. Their High Khan, Meh’med Kar-Azul II, is not merely a conqueror—he is a zealot of logic, order, and mortal supremacy. He dreams of a world without gods.
As the siege begins, divine intervention falters. Miracles fail. Auguries go silent.
A different power answers.
Lynkhab has come.
She does not stride the battlefield. She walks the city’s dying alleys. She appears in dreams, behind mirrors, in the second before final decisions. Her power grows with every soul who asks, “What if I had chosen differently?”
Who Is Lynkhab?
Lynkhab is an ancient demon, perhaps older than many of the Abyssal lords of wrath and hunger. She was not shaped by war, but by human thought itself—the first time a mind turned inward and wept for what could not be undone.
She once walked among succubi and tempters, but she ascended by embracing what even fiends feared: the quiet despair that festers in silence.
She has no armies. No banners. No throne of skulls.
And yet, she is worshipped in secret throughout the mortal world—by those who seek not power, but erasure.
The Sighing Cliffs (Abyssal Layer 72)
The Sighing Cliffs are her dominion:
A desolate shoreline on the 72nd layer of the Abyss, where sorrow takes form and memory is a tide that never recedes.
Souls wander endlessly here, not in torment, but in stillness. They have bargained away their memories, or been gifted forgetfulness by Lynkhab’s touch. They are not punished—they are simply absent from themselves.
The cliffs are quiet. The sea whispers. And atop the highest ledge, Lynkhab listens to it all.
Her Goals
Lynkhab does not seek conquest or cosmic ascension. She wants only one thing: release.
Not for herself—but for the world.
Every war, every betrayal, every broken promise feeds her power. But she is weary of it. She wants a moment, a mortal, or a world to say: “This was enough.” To accept the past, not flee from it.
And in that moment, she believes she might finally end.
But until then, she walks unseen between moments of regret.
Interactions in the Campaign
Lynkhab appears sparingly—always tied to moments of personal or civilizational collapse.
She may approach a player in a dream, asking what memory they would give to escape their fate. She may offer visions to generals, kings, or tyrants: lives unchosen, futures undone.
To a grieving widow, she offers forgetfulness.
To a warlord, she offers clarity—if only he surrenders the part of him that still remembers mercy.
She never lies. She never bargains twice. She does not tempt with lust or greed—only with the gentlest question:
“Do you want to forget?”
Worship and Influence
Lynkhab has no formal temples.
But in every civilization, cults emerge quietly during times of ruin. Mourning chambers hold candles in her name. Pilgrims travel to cliffs and lakes known for mysterious disappearances, hoping to find her.
In some libraries, forbidden grimoires speak of the Unwording, a ritual to summon her in the last moment before despair.
No one claims to follow her. And yet, her sigil is always freshly drawn wherever great regret has bloomed.
Final Words
Lynkhab is not a villain in the conventional sense. She is not wrath, nor hunger, nor lust.
She is the shadow left by a life half-lived.
She is the silence after the scream.
She is the comfort of forgetting what once mattered.
In an age where gods retreat, empires fall, and monsters rise with purpose, she offers something more dangerous than damnation:
Peace.
And if you listen long enough, she will find you.
Not with chains or claws, but with a whisper:
“You don’t have to remember. Just let go.”