Medium fiend (demon), lawful evil
The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes.
Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption.
For basic lore see Devils
Attribute | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Value | 18 | 16 | 18 | 14 | 14 | 18 |
Modifier | +4 | +3 | +4 | +2 | +2 | +4 |
Armor Class: 18 (natural armor)
Hit Points: 153 (18d8 + 72)
Speed: 40 ft., fly 60 ft.
Saving Throws: Dex +7, Con +8, Wis +6, Cha +8
Skills: Deception +7, Insight +6
Damage Resistances: cold; bludgeoning, piercing, and slashing from non magical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 12
Languages: Infernal, telepathy 120 ft.
Challenge: 12 (8,400 XP)
Hellish Weapons: The erinyes's wea pon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.
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 1 SOJ600 ft., one target. Hit: 7 (1 d8 + 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.
Parry: The erinyes adds 4 to its AC against one melee attack that wo uld hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.