Ambush. If the Erinyes hits a creature with its claw that it was hidden from, it can exchange its second claw attack for a use of Energy Drain.
Evasion. If the Erinyes has to make a Dexterity save to take half damage on a success, it takes no damage on a success, and half on a failure. It additionally has advantage on saving throws against magical effects and spells.
Sneak Attack(1/a Turn). The Erinyes deals an extra 6d6 damage when it hits a creature with Energy Drain, or a Finesse/Ranged weapon, as long as it has advantage on the attack. It doesn’t need advantage if it has an ally adjacent to the target, and it doesn’t have disadvantage.
Shapechanger. The Erinyes can magically polymorph into a small or medium humanoid of its choice, or into its true form. It reverts to its true form if it dies. Equipment isn’t transformed.
Spellcasting. The Erinyes is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Erinyes has following spells prepared:
At Will: Fire Bolt, Light, Minor Illusion, Thaumaturgy.
1st (4 Slots): Charm Person, Shield.
2nd (3 Slots): Mirror Image, Suggestion.
3rd (3 Slots): Blink, Major Image.
4th (3 Slots): Charm Monster, Confusion, Summon Greater Demon.
5th (2 Slots): Mislead, Modify Memory.
6th (1 Slot): Soul Cage.
Multiattack: The Erinyes makes two Claw attacks, or uses Energy Drain and Etherealness.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) Slashing damage. The Erinyes can choose to deal no damage, and instead grapple the creature(Escape DC 16).
Charm. A humanoid the Erinyes can see within 30 feet must succeed on a DC 17 Wisdom save, or be charmed for 1 day. While charmed, the creature follows the Erinyes’s orders, and can reroll their save if they take damage, or if they are given a suicidal command. If a creature successfully saves, it gains a +2 to all Wisdom saves it makes against this Erinyes’s charm effect until it takes a long rest. It can have an infinite amount of humanoids charmed as long as they are below CR 2. It otherwise can have up to 5 creatures charmed.
Energy Drain. Melee Spell Attack: +9 to hit, reach 5 ft., one creature that is willing, grappled by the Erinyes, Charmed, Restrained, or Incapacitated. The target must succeed on a DC 17 Constitution save, taking 30 (5d10 + 5) Psychic damage on a failure, or half on a success. The Erinyes regains Hit points equal to half the damage dealt, and the creature’s maximum hit points are reduced by the damage taken. The reduction lasts until the target takes a long rest, and if the target’s maximum hit points are reduced to 0, the target dies. A target that dies to this effect rises next round as a Lemure or Manes.
Etherealness: As an action, the Erinyes alternates between the Ethereal and Material plane.
Cunning Action. The Erinyes can take the Dash, Disengage, or Hide Actions as a Bonus Action.
Bonded Thrall. When a creature escapes the Erinyes’s charm, she can expend a reaction to attempt to charm the creature again.
Right Behind You(2/a Day). When a creature damages the Erinyes, it casts Mislead without expending a spell slot, teleporting behind the creature while an illusion shows the Erinyes dying.
Comments