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Erinyes

Medium Fiend (devil), lawful evil

CR 12

8,400 XP

AC: 18 (plate)
HP: 153 (18d8+72)
Speed: walk 30 ft. , fly 60 ft.
Senses: truesight 120 ft., passive Perception 12
Languages: Infernal, telepathy 120 ft.
STR
18
+4
DEX
16
+3
CON
18
+4
INT
14
+2
WIS
14
+2
CHA
18
+4

Special Abilities

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.

Quick Reference

Challenge: CR 12
Type: Fiend
Size: Medium
Alignment: lawful evil
Best for party of 4 at level 13-15

Running This Encounter

Erinyes are formidable aerial combatants that should be used as lieutenants or solo threats for high-level parties. Position them in elevated terrain to maximize their flight advantage and use their parry ability to reduce incoming damage. They excel at controlling the battlefield through mobility and can use their poisoned longsword to apply the deadly poison effect. Have them target spellcasters and ranged attackers first, forcing the party to deal with difficult positioning.

Combat Tactics

Erinyes use hit-and-run tactics, diving down to attack then retreating to higher ground where melee combatants struggle to reach them. They leverage their high AC and parry reaction to outlast opponents in prolonged combat. Their poisoned longsword and potential magic items make them serious damage dealers—have them focus fire on weakened party members.

Environment & Setting

Ideal in chasms, towers, mountain peaks, or enclosed dungeons with high ceilings that enable 3D combat. A lava-filled cavern, ruined cathedral, or devil's fortress provides atmospheric tension and tactical complexity.

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