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.

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