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Devil, Erinyes

Size
Medium
Type
Fiend
Alignment
Lawful-Evil
Armor Class
18
Speeds
30, fly 60
Strength Score
18
Dexterity Score
16
Constitution Score
18
Intelligence Score
14
Wisdom Score
14
Charisma Score
18
Saving Throws
Dexterity, Constitution, Wisdom, Charisma
Vision
True Sight (120ft)
Languages Ref
Infernal, telepathy 120
Hit Points
153
Condition Immunities
Poisoned
Resistances
Resistant to Cold Damage, Resistant to Non-Magical Damage, Immune to Fire Damage, Immune to Poison Damage
Languages Prep
Infernal, Telepathy (120ft)
Languages
Infernal, Telepathy (120ft)

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)

Saving Throws Dex +7, Con +8, Wis +6, Cha +8

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Damage Immunities fire, poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 12

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.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.