3e SRD:Devil, Erinyes

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Erinyes

Size/Type: Medium Outsider (Evil, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +1 (Dex)
Speed: 30 ft., fly 50 ft. (average)
AC: 20 (+1 Dex, +9 natural)
Attacks: Longsword +8/+3 melee; or longbow +7/+2 ranged; or rope +7 ranged
Damage: Longsword 1d8+3; or longbow 1d8; or rope entangle
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rope entangle, charm person, summon devil
Special Qualities: Damage reduction 10/+1, SR 12, fire and poison immunities, cold and acid resistance 20, see in darkness, telepathy, tongues
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 14, Dex 13, Con 13, Int 14, Wis 14, Cha 20
Skills: Concentration +9, Disguise +11, Escape Artist +8, Hide +9, Listen +10, Move Silently +9, Search +9, Spot +10
Feats: Dodge, Mobility
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard, plus rope
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium-size)

Except where noted below, all devils speak Infernal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will: animate dead, charm monster, desecrate, invisibility (self only), magic circle against good (self only), major image, polymorph self, 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’s 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 Devil (Sp): Some devils can summon other devils much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no devils answer the summons. Summoned creatures automatically return whence they came after 1 hour. A devil that has just been summoned cannot use its own summon ability for 1 hour. 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.

See in Darkness (Su): Erinyes can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Erinyes can communicate telepathically with any creature within 100 feet that has a language.

Tongues (Su): An erinyes has a permanent tongues ability as the spell cast by a 12th-level sorcerer.



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gollark: Learn to.
gollark: Do it yourself.
gollark: Er, being able to trick the autobias.
gollark: It's probably undecidable given english.
gollark: You were bad and evil with it.
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