Search This Blog

Wednesday, October 5, 2022

Erinyes Commander

Erinyes Commander medium fiend (devil), lawful evil

Armor Class 18 (plate)
Hit Points 161 (19d8 + 76)
Speed 30 ft., fly 60 ft.

STR 20/+5
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
Skills Athletics +9, Perception +6
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 16
Languages Infernal, Telepathy 120 ft.
Proficiency Bonus +4

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.

Reactive. The erinyes can take one reaction on every turn in a combat.

Actions

Multiattack. The erinyes makes three attacks.

Greatsword. Melee Weapon Attack: +9 to hit, range 5 ft., one target. Hit: 12 (2d6+5) slashing damage 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.
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.

Bolster. Whenever a nonhostile creature that it can see within 30 feet of it misses an attack roll or fails a saving throw. The creature can add a d4 to its roll provided it can hear and understand the devil.

No comments:

Post a Comment