Basic Rules

Armor Class 18 (Armor)

Hit Points 153 (18d8+72)

Speed walk 30 ft., fly 60 ft.

STR DEX CON
18 (+4) 16 (+3) 18 (+4)
INT WIS CHA
14 (+2) 14 (+2) 18 (+4)

Saving Throws DEX +7, CON +8, WIS +6, CHA +8

Skills

Damage Resistances Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren'T Silvered

Damage Immunities Fire, Poison

Condition Immunities Poisoned

Senses Truesight 120 ft., Passive Perception 12

Languages Infernal, telepathy 120 ft.

Challenge 12 (8400 XP)

Proficiency Bonus +4

Traits

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.