Erinyes (CR 8)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., true seeing, Listen +16, and Spot +16
Languages: Telepathy 100 ft.
AC: 23 (+5 Dex, +8 natural), touch 15, flat-footed 18
Hit Dice: 9d8+45 (85 hp); DR: 5/good
Fort +11, Ref +11, Will +10
Speed: 30 ft., fly 50 ft. (good)
Space: 5 ft./5 ft.
Base Attack +9; Grapple +14
Attack: Longsword +14 melee or +1 flaming composite longbow +15 ranged or rope +14 ranged
Full Attack: Longsword +14/+9 melee; or +1 flaming composite longbow +15/+10 ranged; or rope +14 ranged
Damage: Longsword 1d8+5/19-20; or +1 flaming composite longbow 1d8+6/x3 plus fire; or rope entangle
Special Attacks/Actions: Rope entangle, spell-like abilities, summon baatezu
Abilities: Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Special Qualities: immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 20
Feats: Dodge; Mobility; Point Blank Shot; Precise Shot; Rapid Shot; Shot on the Run
Skills: Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Spot +16, Survival +4 (+6 following tracks), and Use Rope +5 (+7 with bindings)
Advancement: 10-18 HD (Medium-size)
Climate/Terrain: Nine Hells of Baator
Treasure/Possessions: Standard, plus rope and +1 flaming composite longbow (+5 Str)
Spell-Like Abilities: At will - animate dead, charm monster, desecrate, invisibility (self only), magic circle against good (self only), major image, produce flame, see invisibility, suggestion, and unholy blight. These abilities are as the spells cast by an 8th- level sorcerer (save DC 15 + spell level). An erinyes also can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.
Charm Person (Su): An erinyes can charm a humanoid creature with a look. This is not a gaze attack, and the target need not meet the erinyes' eye. The ability has a range of 60 feet; an affected opponent must succeed at a Will save (DC 18) or become utterly loyal to the erinyes. The victim will do anything to protect the erinyes, even if that means slaying his or her companions or facing certain death. The ability is otherwise similar to charm person cast by an 8th-level sorcerer.
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell cast by a 16th-level sorcerer. The erinyes can hurl the rope 30 feet with no range penalty.
Summon Baatezu (Sp): Once per day an erinyes can attempt to summon 2d10 lemures with a 50% chance of success, or 1d4 barbazu with a 35% chance of success.
Tongues (Su): An erinyes has a permanent tongues ability as the spell cast by a 12th-level sorcerer. Erinyes usually use verbal communication when dealing with mortals and save telepathic communication for conversing with other fiends.
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Baatezu (except lemures) can communicate telepathically with any creature within 100 feet that has a language.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).