Erinyes

Medium / fiend / Lawful Evil / CR 12

Armor Class18
Hit Points178 (21d8 + 84)
Speed30 ft, fly 60 ft
Challenge12
Proficiency-
STR18+4
DEX16+3
CON18+4
INT14+2
WIS14+2
CHA18+4
Saving Throws

Dexterity +7, Constitution +8, Charisma +8

Skills

Perception +6, Persuasion +8

Initiative

+7

Senses

Truesight 120 ft

Languages

Infernal

Damage resistances

Cold

Damage immunities

Fire, Poison

Condition immunities

Poisoned

Traits

Diabolical Restoration

If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic Resistance

The erinyes has Advantage on saving throws against spells and other magical effects.

Magic Rope

The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.

Actions

Multiattack

action

The erinyes makes three Withering Sword attacks and can use Entangling Rope.

Withering Sword

action

Melee Weapon Attack: +8 to hit, reach 5 ft.. Hit: 13 (2d8 + 4) slashing plus 11 (2d10) necrotic damage.

Entangling Rope

action

Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet.
Failure: 14 (4d6) force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again.

Reactions

Parry

reaction

Trigger: The erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss.

Creature Rules

Erinyes