Erinyes
- Armor Class
- 18 (plate)
- Hit Points
- 153 (18d8 + 72)
- Speed
- 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
- poisoned
- Senses
- truesight 120 ft., passive Perception 12
- Languages
- Infernal, telepathy 120 ft.
- Challenge
- 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.
Actions
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.
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.