Erinyes

Medium fiend (devil), lawful evil

  • Armor Class 18 (Plate)
  • Hit Points 153 (18d8+72)
  • Speed 30 ft., fly 60 ft.

STR
18 (+4) 

DEX
16 (+3) 

CON
18 (+4) 

INT
14 (+2) 

WIS
14 (+2) 

CHA
18 (+4)

  • Saving Throws Dex +7, Con +8, Wis +6, Cha +8
  • Damage Resistance Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren’t Silvered
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Truesight 120 Ft., passive Perception 12
  • Languages Infernal, Telepathy 120 Ft.
  • Challenge 12 (8,400 XP)
  • Hellish Weapons. The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
  • Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The erinyes makes three attacks
  • Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d10 + 4) slashing damage plus (3d8)poison damage. two handed
  • Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage plus (3d8)poison damage. one handed
  • Longbow. Ranged Weapon Attack: +7 to hit, reach 150/600 ft., one target. Hit: (1d8 + 3) piercing damage plus (3d8)poison damage. The target must succeed on a dc 14 constitution saving throw or be poisoned The poison lasts until it is removed by the lesser restoration spell or similar magic
  • Variant: Rope of Entanglement. Some erinyes carry a rope of entanglement (detailed in the Dungeon Master’s Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.

Reactions


  • Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.