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Erinyes

Medium fiend · CR 12

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.