Erinyes


 

Erinyes, CR 12

Medium outsider / fiend / devil, lawful evil
Armor Class 18 (plate armor)
Hit Points 153 ( 18d8+72 )
Spell Points
Speed 30ft Fly: 60ft

STR

18
+4

DEX

17
+3

CON

18
+4

INT

15
+2

WIS

15
+2

CHA

18
+4

Proficiency Bonus 4
Saving Throws Dex ( 1d20+7 ), Con ( 1d20+8 ), Wis ( 1d20+6 ), Cha ( 1d20+8 )
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities ignited, poisoned
Senses Truesight 120 ft., Passive Perception 10
Languages Telepathy 120 ft.

Spellcasting

Innate Spellcasting. The erinyes's innate spellcasting ability is Charisma (Spell Save DC 16), ( 1d20+8 ) to hit with Spell Attacks).   It can innately cast the following spells, requiring no material components or verbal components, but including somatic components (as a geometric spellcaster):   At will: Detect Evil and Good, Hellish Rebuke, Bane, Hunter's Mark
3/day each: Flame Blade, Flaming Sphere
1/day each: Bestow Curse, Contagion, Flame Strike

Special Abilites

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 weapon attacks.   Longsword. Melee Attack : 1d20+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 Attack : 1d20+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.   Cast a Spell. The erinyes casts a spell from its list of innate spells available.

Reactions

Parry. The erinyes makes an attack roll contesting an attack made against it. To do so, the erinyes must see the attacker and be wielding a melee weapon. If the erinyes wins the contest, the attack does not hit.

Legendary Actions

The erinyes can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The erinyes regains spent epic actions at the start of its turn.   Longsword or Longbow. The erinyes makes one longsword or one longbow attack.   Riposte (Costs 2 Actions). The erinyes makes two longsword attacks against one enemy within Reach who the erinyes Targeted with Parry this Turn.   Whirlwind Attack (Costs 2 Actions). The erinyes makes a longsword attack against all creatures within reach.   Cast a Spell (Costs 3 Actions). The erinyes casts a spell from its list of innate spells available.



 
 

Item drops

Treasure Drops


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