ERINYES (or FURIES) – 5e stats

Medium fiend (devil), lawful evil

Armor Class 18 (plate armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft., fly 60 ft.

Proficiency Bonus +4
Proficiency Bonus +7 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)14 (+2)14 (+2)18 (+4)

Saving Throws Dex +7, Con +8, Wis +6, Cha +8
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 12
Languages Infernal, telepathy 120 ft.
Challenge 12 (8400 XP)

Hellish Weapons. The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

Enthrall (suggested). The erinyes can target one humanoid it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw with disadvantage or be charmed by the erinyes for 24 hours or until the erinyes dies or releases the target as a bonus action. The charmed target obeys the erinyes’s verbal or telepathic commands. If the target suffers any harm from the erinyes or another creature, or receives a suicidal command from the erinyes, the target can repeat the saving throw, ending the effect on a success. The erinyes can only have one humanoid charmed at a time.

Frightful Presence (suggested). Any creature that starts its turn within 60 feet of the erinyes and can see it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the erinyes’s Frightful Presence for the next 24 hours. The erinyes does not need to use an action to activate this ability. It is always active unless the erinyes is incapacitated or dead.

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.
  • Rope of Entanglement (suggested). The erinyes can use an action to speak the command word of the rope of entanglement that she holds in one hand. The other end of the rope darts forward to entangle a creature that the erinyes can see within 20 feet of her. The target must succeed on a DC 16 Dexterity saving throw or be restrained by the rope. The erinyes can use a bonus action to speak a second command word to release the creature. A target restrained by the rope can use an action to make a DC 16 Strength or Dexterity check (target’s choice) to free itself. The rope has AC 20 and 20 hit points. It regains 1 hit point every round.

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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Erinyes are fiends that resemble beautiful and imposing humanoids with large, feathered wings. They are also known as the Furies or the Eumenides, which means “the kindly ones” in Greek. This is a way of avoiding their wrath by addressing them with a respectful name.

Erinyes are the descendants of fallen celestials who were corrupted by the evil influence of the Nine Hells. They serve as the agents of infernal justice and retribution, punishing those who commit crimes against the natural order, especially within the family. They are loyal to their lords and report directly to the Dark Eight, the generals of the infernal armies.

Erinyes can appear as idealized versions of any mortal race, but their natural forms have glowing red eyes, hooves, and fangs. They lost their wings after Asmodeus ascended to godhood, but they can still fly using their innate magic. They wear plate armor and wield longswords and longbows that deal extra poison damage.

Erinyes are not only physically stunning, but dangerously capable and highly disciplined in combat. They use their angelic appearance and charisma to deceive and tempt their enemies into committing wicked acts, or to charm them into becoming loyal servants. They can also unleash a terrifying aura that causes fear in those who see them.

Erinyes are most unusual among the baatezu, as they have the special duty of tempting mortals. Even though they are lesser baatezu, they have a special status outside the normal chain of command. Only 500 erinyes exist at any one time. Lesser baatezu are promoted to fill out their numbers. Unlike other baatezu, the erinyes often refuse promotion from their station. Many do not wish to give up the privileges afforded to them and return to the routine ranks of Baator.

As tempters, the erinyes can do something no other baatezu can do, not even the pit fiends: enter the Prime Material Plane unsummoned. There they try, through their charm person power and their comely form to lure mortals back to Baator. They cannot bring anyone or anything with them when they pass into the Prime Material Plane, and they can only bring one person back when they return. They cannot bring back inorganic matter, so victims arrive in Baator without possessions.

Mortals so trapped are doomed to die in the inhuman plains of Baator unless their own strength can save them. A mortal who dies this way becomes a lemure and serves forever as a soldier of Baator. Because of this power to tempt and doom mortals, most baatezu respect the erinyes.

COMBAT

Erinyes prefer to fight from a distance, using their longbows to shoot poisoned arrows that can incapacitate their targets. They can also use their ropes of entanglement to restrain and capture their foes. If forced into melee, they use their longswords and parry incoming attacks with their skill and agility. They are resistant to cold and nonmagical weapons that are not silvered, and immune to fire and poison. They have advantage on saving throws against spells and other magical effects.

Erinyes are fearless and relentless in pursuing their quarry, even across planes of existence. They rarely retreat or surrender, unless ordered by their superiors or offered a better deal by their enemies. They are cunning and ruthless, and will not hesitate to use any means necessary to achieve their goals.

HABITAT / SOCIETY

Erinyes dwell in the Nine Hells, where they serve as the elite forces of the archdevils. They are often assigned to hunt down renegade devils, traitors, oathbreakers, and other enemies of the infernal order. They also act as emissaries, spies, assassins, and enforcers for their masters. They have a special hatred for demons, celestials, and paladins, whom they consider as threats or rivals.

Erinyes view themselves as innately superior to other devils, since they originated from celestials rather than damned souls. They have a mutual disdain with their devil kin, who envy and resent them for their beauty and power. However, they also inspire other devils with their indomitable fury and loyalty. Erinyes are usually female, but they can change their gender at will. They rarely mate with other devils, but they sometimes seduce mortals or celestials for pleasure or manipulation.

Erinyes have their own realm in the underworld, where they are revered and worshiped by cults of mortals who seek their favor or fear their wrath. Erinyes can grant spells and boons to their followers, but they also demand sacrifices and obedience in return. Erinyes often tempt mortals into signing infernal contracts that bind their souls to the Nine Hells after death. Erinyes can also be summoned by powerful spellcasters who wish to bargain with them or employ them as allies or guardians. However, erinyes are always looking for ways to twist the terms of any agreement to their advantage or to betray their summoners if they show weakness or disrespect.

ECOLOGY

Erinyes are immortal beings that do not need to eat, drink, sleep, or breathe. However, they enjoy indulging in various pleasures and vices that appeal to their senses or ego. They also feed on the fear, pain, and despair of their victims, which fuels their infernal power and satisfaction. Erinyes are always looking for new challenges and opportunities to prove themselves or advance their status in the infernal hierarchy. They are ambitious and competitive, but they also respect strength and honor among their peers and enemies.

Erinyes have few natural predators or enemies, other than the ones they make themselves. They are often at war with the demons of the Abyss, who seek to destroy them and their infernal realm. They also clash with the celestials of the Upper Planes, who seek to redeem them or oppose their evil schemes. They have a complex relationship with the paladins of various faiths, who can be their foes or allies depending on the situation. Erinyes can also be rivals or allies with other fiends, such as yugoloths, rakshasas, or night hags, depending on their interests or goals.

Erinyes are among the most powerful and influential devils in the multiverse. They are the embodiment of infernal justice and retribution, and they serve as the instruments of their lords’ will. They are feared and respected by mortals and immortals alike, as they enforce the moral order of the cosmos.