ErinyesMedium fiend (devil)
- 12 (8,400 XP)
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.
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.
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.