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Basic Rules

Erinyes CR: 12

Medium fiend (devil), lawful evil
Armor Class: 18 (plate armor)
Hit Points: 153 ( 18d8+72 )
Speed: 6 sq , fly: 12 sq

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 24 sq, Passive Perception 12
Languages: Infernal, Telepathy 24 sq
Challenge Rating: 12 ( 8'400 XP)
Proficiency Bonus: +4

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 1 sq., 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 30/60 sq., 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.


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