Erinyes
Armor Class 18
Hit Points 153 (18d8+72)
Speed fly 60 ft., 30 ft.
STR 18 +4
DEX 16 +3
CON 18 +4
INT 14 +2
WIS 14 +2
CHA 18 +4
Saving Throws CHA+8, CON+8, DEX+7, WIS+6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight120 ft. , passive Perception 12
Languages Infernal, telepathy 120 ft.
Traits
- 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/Ranged Weapon Attack: +8 to hit.
- 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. Melee/Ranged Weapon Attack: +7 to hit.
- 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.