Erinyes | CR 8 |
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Always LE Medium Outsider (Evil, Extraplanar, Lawful) Init +5; Senses darkvision 60 ft., see in darkness, true seeing; Listen +16, Spot +16 Languages Infernal, Celestial, Draconic; telepathy 100 ft. |
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AC 23, touch 15, flat-footed 18; Dodge, Mobility hp 85 (9 HD); DR 5/good Immune fire, poison Resist acid 10, cold 10; SR 20 Fort +11, Ref +11, Will +10 |
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Speed 30 ft., fly 50 ft. (good) Melee Longsword +14/+9 (1d8+5/19-20) Ranged +1 flaming composite longbow (+5 Str bonus) +15/+10 (1d8+6/x3 plus 1d6 fire); or Ranged Rope +14 (entangle) Space 5 ft.; Reach 5 ft. Base Atk +9; Grp +14 Atk Options Point Blank Shot, Precise Shot Special Actions Shot on the Run, summon devil Spell-like Abilities (CL 12): At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19) The save DCs are Charisma-based |
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Abilities Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20 Feats Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Dodge, Mobility Skills Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings) Advancement 10-18 HD (Medium) Level adjustment +7 |
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Entangle (Ex) Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.
Summon devil (Sp) Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.
True Seeing (Su) Erinyes continuously use true seeing, as the spell (caster level 14th). |