Kryx RPGThemesMonsters

Erinyes

Medium fiend (devil)
Challenge
12 (8,400 XP)

STR
4
DEX
3
CON
4
INT
2
WIS
2
CHA
4

153
18d8+72
18
Soak
3
Fort
+8
Ref
+7
Will
+7
Defense note plate
Damage resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities poisoned

Speed 9 m., fly 18 m.
Senses truesight 35 m.
Languages Infernal, telepathy 35 m.

Dashing Strike. If the erinyes uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

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 1.5 m. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

Shortsword. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) piercing damage, plus 13 (3d8) poison damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 35/185 m. Hit: 7 (1d8 + 3) piercing damage, plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Fortitude saving throw or be poisoned. The poison lasts until it is removed by the 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 Defense against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.