- Armor Class
- 18 (plate)
- Hit Points
- 153 (18d8 + 72)
- 30 ft., fly 60 ft.
- STR 18 (+4)
- DEX 16 (+3)
- CON 18 (+4)
- INT 14 (+2)
- WIS 14 (+2)
- CHA 18 (+4)
- Saving Throws
- Dex +7, Con +8, Wis +6, Cha +8
- Damage Resistances
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
- Damage Immunities
- fire, poison
- Condition Immunities
- truesight 120 ft., passive Perception 12
- Infernal, telepathy 120 ft.
- 12 (8,400 XP)
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 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 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.
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.