Erinyes
Erinyes
Medium fiend, 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 Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons 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: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.
- Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and 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.