Erinyes
Medium fiend (devil)- Challenge
- STR
- 4
- DEX
- 3
- CON
- 4
- INT
- 2
- WIS
- 2
- CHA
- 4
- Soak
- 3
- Fort
- +7
- Ref
- +6
- Will
- +6
Hellish Weapons. The erinyes’s weapon attacks are magical and deal an extra 4d8 poison damage on a hit (included in the attacks).
Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.
Maneuvers. The erinyes uses maneuvers (maneuver save Difficulty 16). It has 11 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: disorient, goading strike, hamstring, parry, slice through, spring attack, trip, untouchable, whirling blade
2 stamina dice: vengeance
Spellcasting. The erinyes uses Divinity (cha) to cast spells (spell save Difficulty 16, +7 to hit with spell attacks). It has 6 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Cantrips (at will, 15th-level spellcaster): charm, empathy, lullaby
1 mana: beguile, charm creature, charming presence, compelled duel, friends, hypnotize, instinctive charm, sleep
2 mana: calm emotions, catnap, compulsion, douse the flames of war, enthrall, irresistible dance, suggestion
Actions (3)
Longsword. Melee Weapon Attack: +7 to hit. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 18 (4d8) poison damage.
Shortsword. Melee Weapon Attack: +7 to hit. Hit: 7 (1d6 + 4) piercing damage plus 18 (4d8) poison damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 20/200 m. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) poison damage and the target must succeed on a Difficulty 14 Fortitude saving throw or be poisoned. The poison lasts until it is removed by the restoration spell or similar magic.
Rope of Entanglement. Some erinyes carry a rope of entanglement (detailed in the Dungeon Master’s Guide). Such an erinyes can use the rope in place of two actions.
Summon Devil (1/long rest). The erinyes has a 50 percent chance of summoning 3d6 spinagons, 1d6 barbazus, or one erinyes. A summoned devil appears in an unoccupied space within 10 meters of the erinyes, acts as its ally, and can’t summon other devils. It remains for 1 minute, until it or the erinyes dies, or until the erinyes dismisses it on its turn (no action required).
Maneuvers
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
1 minute/stamina die
As an action, make a melee weapon attack to goad the creature into attacking you.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it has disadvantage on attacks made against a creature other than you for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack that deals slashing damage to cripple the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.
As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
Trip
As an action, make a melee weapon attack and a Brawn check to Trip.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
1 minute/stamina die
As an action, your charm becomes extraordinarily disarming to a creature that you can touch or see within 5 meters. Make a Persuasion check contested by the creature’s Insight check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, the creature is repelled by you for the duration or until you are incapacitated. While repelled by you, it has disadvantage on attacks made against you, and must make a Will saving throw each time it attempts to move into a space that is within 5 meters of you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn. The effect ends if you attack or damage the creature or if you cast a spell or use a maneuver or concoction that targets the creature.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for the duration. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
Spells
As an action, you charm a creature that you can touch or see within 5 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.
On a failure, it is charmed by you until the end of your next turn.
The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.
When the spell ends, the creature knows it was charmed by you.
As an action, you can detect the surface emotions of a creature that you can touch or see within 5 meters of you.
You learn the surface emotions of the creature. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.
As an action, you sing a lullaby to a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature is a construct or an undead, can’t hear you, or is immune to being charmed, the spell has no effect on it.
On a failure, it becomes tired and delirious as its speed is reduced by 2 meters, it can’t take reactions, and it has disadvantage on skill checks until the end of its next turn.
This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, the creature can repeat the saving throw if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.
concentration, 1 minute/mana
As an action, you beguile a creature within 10 meters who can hear you to ignore an ally. The creature must make a Will saving throw, which it does with advantage if the ally is fighting it.
On a failure, it is charmed by one of your allies within 5 meters of it for the duration.
The spell ends if the chosen ally attacks, damages, or attempts to negatively effect the charmed creature in any way.
1 hour/mana
As an action, you charm a creature that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.
On a failure, it is charmed by you and friendly to you for the duration.
The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.
When the spell ends, the creature knows it was charmed by you.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As an action, you exert an aura of sympathetic power. Each creature other than you in a sphere twice as big as normal centered on you must make a Will saving throw, which it does with advantage if you or your companions are fighting it.
On a failure, it is charmed by you and friendly to you for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
concentration, 1 minute/mana
As an action, make a weapon attack.
On a hit, if the creature is within 20 meters it must make a Will saving throw.
On a failure, the creature is drawn to you, compelled by your demand. While compelled, it has disadvantage on attacks made against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 5 meters away from you.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The spell ends if you attack or damage any other creature, if you cast a spell that targets a hostile creature other than the target, if your allies attack, damage, or attempt to negatively effect the charmed creature in any way, or if you end your turn more than 5 meters away from the target.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As a reaction, which you use when you make a Persuasion check, your words become more enticing. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
As an action, your soft words can magically enthrall a creature that you can touch or see within 5 meters of you. If the target can see or hear you, it must succeed on a Will saving throw or be charmed until the end of its next turn. The charmed creature is immobilized, it cannot speak, and the creature is incapacitated and visibly dazed.
The effect ends for the creature if you move more than 5 meters away from it, if it can neither see nor hear you, or if it takes damage.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is incapacitated for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As a reaction, which you use when a creature that you can touch or see within 5 meters of you attacks you, you can try to divert the attack, provided that another creature is within the attack’s range. The attacker must succeed on a Will saving throw or it must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
concentration, 1 hour/mana
As an action, you cause a creature that you can touch or see within 5 meters to fall asleep. The creature must make a Will saving throw. If the creature is a construct or an undead, can’t hear you, or is immune to being charmed, the spell has no effect on it.
On a failure, you lull it into a magical slumber, causing it to fall unconscious for the duration.
This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, the creature can repeat the saving throw each minute or if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As two actions, you attempt to suppress strong emotions in a group of creatures at a point within 10 meters. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being charmed, the spell has no effect on it.
On a failure, it is indifferent about creatures of your choice that it is hostile toward for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
1 minute
As two actions, you make a calming gesture, and up to three willing creatures that you can touch or see within 5 meters fall unconscious for the duration. This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest.
A character can’t benefit from a short rest more than once every four hours, can’t benefit from more than two short rests before they take a long rest, and a character must have at least 1 health at the start of the rest to gain its benefits.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As two actions, creatures of your choice within 5 meters that can hear you must make a Will saving throw. A target automatically succeeds on this saving throw if it can’t be charmed.
On a failure, a target is affected by this spell. Until the spell ends, you can use an action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any actions before it moves. After moving in this way, it can make another saving throw to try to end the effect.
A target isn’t compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.
1 minute/mana
As two actions, you temporarily extinguish the violent impulses of a creature that you touch. The creature must make a Fortitude saving throw. If the creature is missing any of its health, the spell has no effect on it.
On a failure, it is charmed by you for the duration or until you or your allies attack it, damage it, or force it to make a saving throw or if the target witnesses any of those things happening to its allies. While charmed, it can’t attack, cast spells that deal damage, or spells that force someone to make a saving throw.
1 minute/mana
As two actions, you weave a distracting string of words, enthralling creatures of your choice within 10 meters. Each creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it. If the creature is immune to being charmed or it can’t hear you, the spell has no effect on it.
On a failure, the creature has disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
concentration, 1 minute/mana
As two actions, a creature that is made of flesh that you can touch or see within 5 meters must make a Will saving throw. Creatures that can’t be charmed are immune to this spell.
On a failure, the creature begins a comic dance in place: shuffling, tapping its feet, and capering for the duration.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on attacks and Reflex saving throws. While the target is affected by this spell, other creatures have advantage on attacks made against it.
As two actions, a dancing creature can make a Will saving throw to regain control of itself.
On a success, the spell ends.
concentration, 3 hours/mana
As two actions, you suggest a course of activity (limited to a sentence or two) and magically influence a creature within 5 meters that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
The creature must make a Reflex saving throw.
On a failure, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell expires, the activity isn’t performed.
The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.