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AC 18 (full plate)

HP 161 (19d8 + 76; bloodied 80)

Speed 30 ft., fly 60 ft.

Proficiency +4; Maneuver DC 16

Saving Throws Dex +8, Con +8, Wis +7, Cha +8

Skills Athletics +8, Insight +7, Perception +7

Damage Resistances cold; damage from nonmagical, non-silvered weapons

Damage Immunities fire, poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 17

Languages Infernal, telepathy 120 ft.

Lawful Evil. The erinyes radiates a Lawful and Evil aura. 

Magic Resistance. The erinyes has advantage on saving throws against spells and magical effects.


Multiattack. The erinyes makes three attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) poison damage.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage, and the target makes a DC 14 Constitution saving throw . On a failure, it is poisoned for 24 hours or until the poison is removed by lesser restoration or similar magic.

Lasso. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: The target is entangled by the lasso. While entangled, it can’t move more than 15 feet away from the erinyes. The entanglement ends if the erinyes releases the lasso or becomes incapacitated , or if the lasso is destroyed. The lasso is an object with AC 12 and 20 HP and is immune to piercing, poison, psychic, and thunder damage. The entanglement also ends if the target or a creature within 5 feet of it uses an action to succeed on a DC 16 Athletics or Acrobatics check to remove the lasso. The erinyes can’t make a lasso attack while a creature is entangled.


Parry. If the erinyes is wielding a longsword and can see its attacker, it adds 4 to its AC against one melee attack that would hit it.


The erinyes attacks from the air, weakening its foes with volleys of arrows. Once its foe is poisoned, it attacks with its longsword. It uses its lasso if its quarry tries to flee. It may also use its lasso to entangle a melee combatant with no ranged attack, lifting the creature into the air to keep it away from the devil’s more vulnerable allies.

Devil Names

Abathon, Alashel, Arcaxes, Asardel, Atha-Xul, Barashiel, Bel Nakari, Beleth, Besthelias, Bethegar, Brimstone, Calderax, Cenereth, Damaceus, Decimeth, Demedal, Elthodrath, Gethen, Glibris, Gur-Toras, Heleph, Ibaris, Kamien, Kush, Lorza, Machem, Maethiel, Meltis, Nensis, Silithis, Thaxes, Turel, Vish-Alatith, Zethayn, Zir

Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Many scholars believe that devils are angels that fell from grace. When touched by evil, mortal souls may transform into devils, as well.

DC 15 Neither fire nor poison harms a devil, and even magical darkness doesn’t impede a devil’s vision. They are supernaturally resistant to mundane damage, although magical and silvered weapons wound them normally.

DC 20 Though irredeemably evil, devils can be bargained with at the bargainer’s peril. They generally keep their word.


Although not as powerful as some other devils, erinyes report directly to pit fiends, serving as their emissaries throughout the infernal planes. Some scholars believe that pit fiends favor erinyes because they were among the devils who fell from heaven, as opposed to mortal souls merely promoted into devils. In combat, erinyes are skilled archers and fearsome melee combatants, but their favorite tactic is to ensnare foes with their enchanted lassoes.


1 Whispering poison into a mortal’s ear

2 Engaging the pious in philosophical debate, so as to sow doubt

3 Offers the party the information they seek, for a price

4 Indulging pleasures of the flesh: enjoying a meal, listening to music, flirting with mortals

5 Hunting a mortal who defaulted on a deal

6 Imprisoned by ancient runes and seals; can’t leave its current general area

7 Guarding or otherwise serving a summoner

8 Guarding a sinister treasure, such as a forbidden book or cursed weapon


Wilderness and Underground Signs

1 A shrine to an archdevil, lit with black candles

2 Footprints, strangely warm to the touch

3 A waft of brimstone at a lonely crossroads

4 The remains of a humanoid who was clearly tortured to death

Settlement Signs

1 Statues of saints crying blood

2 Church bells magically fall silent

3 An infernal contract, as yet unsigned

4 Animals gather in large numbers, become aggressive, or die unexpectedly


Most devils are imprisoned in Hell but some are loosed upon the world by wicked spellcasters. 

CR 0–2 imp ; 1d8 lemures

CR 3–4 bearded devil ; 2 lemure bands ; imp leading lemure band

CR 5–10 1 or 2 barbed devils ; bone devil ; chain devil ; 2 or 3 bearded devils ; bearded devil , barbed devil , or night hag leading 2 lemure bands

Treasure a silver cup etched with a blasphemous word (the first three times the word is spoken, the cup fills with a greater healing potion ; the fourth time, the cup breaks)

CR 11–16 horned devil , erinyes , ice devil , or chained one , possibly with 1 or 2 lemure bands ; 3 barbed devils ; barbed devil with 3 bearded devils

Treasure signed infernal contract that frees an evil soul from Hell if destroyed, manual of quickness of action

CR 17–22 pit fiend ; bone devil , chain devil , horned devil , erinyes , or ice devil with 3 bearded devils ; erinyes with 1d6 + 3 harpies ; chain devil with chained one

Treasure 3 rubies (5,000 gp each), spell scrolls of magic circle and raise dead , rope of entanglement

CR 23–30 pit fiend with 1 to 3 bearded devils or hell hounds ; 4 bearded devils or barbed devils with bone devil , chain devil , or horned devil ;  2 erinyes or ice devils ; ice devil with 1d4 + 2 winter wolves  

Treasure 1,300 pp, 2 potions of flying , 3 trident (named Artifice; acts as a hat of disguise but the trident can’t be disguised)

CR 31+ Pit Fiend General , possibly with 1d4 + 2 emure bands or bearded devils ; pit fiend with 3 or 4 barbed devils ; 3 or 4 erinyes

Treasure gold and ruby scepter (25,000 gp), forbidden book with gold and diamond binding (25,000 gp), 13 star rubies (1,000 gp each), spell scroll of gate , animated shield , deck of many things

Monster Type Description

Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.