Erinyes

- Size: Medium
- Type: Fiend (Devil)
- Alignment: Lawful Evil
- AC: 18
- Initiative: +7 (17)
- HP: 178 (21d8 + 84)
- Speed: 30 ft, Fly 60 ft .
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 16 | +3 | +7 |
| CON | 18 | +4 | +8 |
| INT | 14 | +2 | +2 |
| WIS | 14 | +2 | +2 |
| CHA | 18 | +4 | +8 |
- Skills: Perception +6, Persuasion +8
- Resistances: Cold
- Immunities: Fire, Poison; Poisoned
- Senses: Truesight 120 ft.; Passive Perception 16
- Languages: Infernal; telepathy 120 ft .
- CR: 12 (XP 8,400; PB +4)
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. The erinyes makes three Withering Sword attacks and can use Entangling Rope.
Withering Sword. Melee Attack Roll: +8, reach 5 ft . Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage.
Entangling Rope (Requires Magic Rope). 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. 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.
Lore & Background
Erinyes are among the most beautiful and deadly of all devils, fallen angels who were corrupted and transformed into instruments of divine vengeance and infernal justice. These magnificent fiends appear as stunningly beautiful humanoids with large, feathered wings, but their beauty masks a core of cold calculation and merciless determination. Erinyes serve as the elite soldiers and enforcers of the Nine Hells, combining angelic grace with diabolic cunning.
The transformation of an angel into an erinyes is a rare and terrible event that occurs when celestial beings fall from grace through corruption, betrayal, or the weight of impossible moral choices. Unlike other devils who are promoted from lesser forms, erinyes retain memories of their celestial existence, making them uniquely effective at understanding and combating good-aligned foes. Their fall from grace has left them with a deep understanding of both divine justice and infernal law.
Erinyes serve as the Nine Hells' answer to celestial champions, beings capable of matching angels in both power and tactical sophistication. They are often deployed on missions requiring both combat prowess and strategic thinking, serving as generals, ambassadors, and elite strike forces. Their combination of divine heritage and infernal corruption makes them particularly effective against former allies and celestial enemies.
Combat Tactics
Erinyes are elite combatants who combine superior aerial mobility with devastating ranged attacks and tactical brilliance. They prefer to fight from the air using their longbows, employing hit-and-run tactics that take advantage of their flight speed and superior positioning. Their rope of entanglement allows them to control enemy movement and positioning while their magic resistance provides protection against spellcasters.
These devils are master tacticians who use their intelligence and experience to exploit enemy weaknesses and coordinate complex battle plans. They often serve as field commanders for infernal forces, using their understanding of both celestial and infernal tactics to anticipate enemy strategies and counter them effectively.
Erinyes fight with discipline and precision, preferring calculated strikes to berserker fury. They use their knowledge of divine magic and celestial tactics to counter good-aligned opponents while their infernal training makes them effective against a wide range of enemies. Their combination of ranged and melee capabilities makes them adaptable to different combat situations.
Encounter Ideas
The Fallen Champion: An erinyes that was once a powerful angel seeks redemption or revenge against those responsible for its fall, creating complex moral dilemmas about forgiveness and justice.
The Infernal General: An erinyes leads a diabolic army in the Blood War or in an invasion of the material plane, requiring heroes to match wits with a brilliant military strategist.
The Divine Hunter: An erinyes has been sent to eliminate a specific target, using its knowledge of celestial tactics and divine magic to hunt its quarry across multiple planes.
The Corrupt Bargain: An erinyes offers to help the heroes in exchange for services that seem reasonable but have hidden costs and moral implications.
Environmental Effects
Infernal Authority: The erinyes' presence creates an aura of command and discipline that affects both allies and enemies, inspiring fear in the weak and respect in the strong.
Corrupted Grace: Areas where erinyes operate for extended periods show signs of both celestial and infernal influence, creating zones of conflicted energy.
Tactical Precision: The erinyes' strategic mind influences the battlefield itself, creating optimal positioning and sight lines that favor organized forces.
Divine Corruption: Holy sites and consecrated areas may become tainted by the erinyes' presence, losing their sacred properties or becoming twisted reflections of their former nature.
Treasure
Angelic Artifacts: Items from the erinyes' former celestial existence, including blessed weapons and armor that retain some of their holy properties despite their bearer's fall.
Infernal Military Gear: High-quality weapons and armor crafted in the forges of Hell, often bearing the insignia of diabolic military units.
Strategic Intelligence: Maps, battle plans, and intelligence reports that provide valuable information about infernal military operations and celestial defenses.
Corrupted Relics: Holy items that have been twisted by infernal influence, possessing both beneficial and harmful properties.
Plot Hooks
The Redemption Quest: An erinyes seeks to reverse its fall from grace and return to its celestial nature, but the process requires confronting the circumstances of its original corruption.
The Divine Trial: An erinyes serves as prosecutor in a celestial court case, using its knowledge of both divine law and infernal tactics to seek justice or revenge.
The Military Advisor: An erinyes offers its strategic expertise to mortal forces facing a supernatural threat, but accepting help from a devil creates moral and practical complications.
The Fallen Sister: The heroes encounter an erinyes that was once connected to a celestial ally, creating emotional complexity and questions about the nature of redemption and corruption.