Medium Fiend (Devil), Lawful Evil
- AC
- 18
- Initiative
- +7 (17)
- HP
- 178 (21d8+84)
- Speed
- 30 ft., Fly 60 ft.
| Score | 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 |
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.
How to run Erinyes
An erinyes on the party's side is a transactional alliance, never a friendship. Maybe a warlock PC has a fiend patron who lends her for one job. Maybe an archdevil owes a favor to a party patron and the erinyes is the payment. Maybe the party has produced a contract she is bound to honor. Whatever the setup, name the terms in writing before she lifts the sword. She will follow the contract exactly and nothing else.
In combat, run her cold. Entangling Rope on the most dangerous enemy in the first round, then three Withering Swords on whoever the contract names as the priority. She will not heal a downed PC and she will not pull a punch on a target the party wants alive unless the contract says so. If a player asks her to spare an enemy mid-fight, she looks at the contract, then at the player, then continues swinging.
Out of combat she speaks Infernal and uses telepathy 120 ft., which makes her a useful interpreter in lower-planar negotiations. She will not lie about the terms of her contract, because a contract violation sends her home in disgrace. She will absolutely lie about everything else. Treat any conversational answer she gives as suspect unless it is technically true under the letter of the deal.
The clock is the price of having her. The moment the contracted task is finished, she leaves. If the party tries to extend the arrangement, she names a new price, usually something a paladin would refuse and a warlock would consider.
An erinyes is a contract enforcer in armor. She is sent, not summoned, and she does not arrive until the target has been formally named. Open the encounter with that: a scroll unrolling, a name spoken in Infernal across a dead courtroom, a sigil burning into the floor before she descends through it. The party should know who she is here for before she swings.
Lead with Entangling Rope. DC 16 Strength save, 4d6 force, Restrained until the rope is destroyed (AC 20, 90 HP) or the erinyes uses a Bonus Action to release. Pick the party member most likely to ruin the fight: the cleric who casts Banishment, the bard with Counterspell, the monk who closes ground. Once they are tied up, fly to her primary target and open with Multiattack: three Withering Swords at +8, averaging 24 each on a hit. With 178 HP, AC 18, and Parry adding +4 against one melee hit per round, she can out-trade most martial PCs.
Use the air. Fly is 60 ft., so retreat upward whenever a wizard prepares a spell with a 30-foot reach. Truesight 120 ft. ignores invisibility and Magic Resistance gives Advantage on saves against spells, so the party's control toolkit will mostly fail. Telegraph this with the first failed Hold Person, then let the players adjust.
Diabolical Restoration means an erinyes killed on the Material Plane respawns in Hell with full HP. She does not panic and she does not bargain. If the party drops her, she will return weeks later with a longer name on the contract and probably a backup. Make sure the table understands this before they celebrate.
Have the contract physically present. A folded parchment in her belt, a brand on her shield, a binding tattoo across her forearm. When a player asks "why is she doing this", the answer should be a thing they can read, take, or burn.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.