Erinyes
Medium fiend (devil), lawful evil
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)
Damage Immunities
fire, poison
Damage Resistances
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities
poisoned
Senses
truesight 120 ft.
Saving Throws
Dex +7, Con +8, Wis +6, Cha +8
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.
Variant: Rope of Entanglement. Some erinyes carry a rope of entanglement (detailed in the Dungeon Master’s Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.
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.