CR 12
Medium Fiend (Devil)
Armor Class 18 (plate)
Hit Points 147
Speed 30 ft., fly 60 ft.
Perception 16 Stealth 17
ResistantThe erinyes has advantage on saves against spells and other magical effects.
Immune Devilish Resilience
Sensestruesight 120 ft.
Languages Infernal, telepathy 120 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+4 | +7 | +8 | +2 | +6 | +8 |
Devilish Resilience. The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition.
Disciplined Fighter. At the start of each of its turns, the erinyes chooses one of the following fighting styles to adopt, which lasts until the start of the erinyes’s next turn.
– Aggressive. The erinyes has advantage on the first attack it makes on its turn, but the next attack roll against the erinyes has advantage.
– Retributive. The next time the erinyes is hit by a melee weapon attack from a creature within 5 feet of it, the erinyes can make one Longsword attack against the attacker (no action required).
– Defensive. The next time erinyes uses the Parry reaction, it takes only half the damage if the attack hits and regains 18 (4d8) HP if the attack doesn’t hit.
Poisonous Weapons. The erinyes’s weapon attacks are magical. When the erinyes hits with any weapon, the weapon deals an extra 4d8 poison damage (included in the attack).
Magic Resistance. The erinyes has advantage on saves against spells and other magical effects.
Actions
Multiattack. The erinyes makes three Longsword or Longbow 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 18 (4d8) poison damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 CON save or be poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
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.