Planescape Monstrous compendium appendix i


Baatezu, Lesser – Erinyes

Size / Type

Medium-size Outsider (Lawful, Evil)

Hit Dice

6d8+6 (33)

Initiative

+1 (Dex)

Speed

30ft., fly 55ft. (average)

Armor Class

18 (+1 Dex, +7 Natural)

Attacks

By Weapon +8/+3

Damage

By Weapon +2

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Charm, fear, rope of entanglement, spell-like abilities, gate

Sp. Qualities

DR 5 / [+1 or good or silver], SR17, prime travel, baatezu, outsider.

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

Baator

Organization

Solitary

Rating (CR)

7

Treasure

Standard plus rope

Alignment

Always Lawful Evil

Advancement

Only inside baatezu stations

 

 

 Erinyes can speak any known language and they can wield any weapon with proficiency.

 

· Charm (Su): Erinyes possess a powerful Charm Person ability that works against any target the erinyes looks on within 60 feet, even if the victim does not look back. The victim must immediately succeed a Will save (DC18) as if half his current level. Failure means the victim becomes completely loyal to the erinyes and does anything to protect and obey it, even when that means the death of the victim or loved ones. Fortunately for mortal beings, an erinyes can only Charm one person at a time. The effect of the charm last until the erinyes releases the victim or dies.

· Fear (Su): Erinyes can cause fear in any creature that looks upon it. The victim must succeed a Will save (DC18) or flee in panic for 1d6 rounds.

· Rope of Entanglement (Ex): All erinyes carry a rope of entanglement that they use in combat or to bind unsuspecting victims. They can also craft one in a day work.

· Spell-like Abilities (Sp): At will – See Invisibility, Invisibility, Locate Object, Polymorph Self, and Produce Flame.

· Gate (Su): Once per day they can attempt to gate in either 1 to 8 spinagons (50% chance) or 1 to 4 barbazu (35% chance).

· Prime Travel (Su): Erinyes can do something no other baatezu can do: enter the Prime Material Plane unsummoned. They cannot bring anyone or anything with them when they pass into the Prime Material Plane, and they can only bring one person back when they return. They cannot bring back inorganic matter, so victims arrive in Baator without possessions.

· Baatezu Qualities:

 

· Immunities: Fire & Poison.

· Resistances: Cold and Gas 20.

· Know Alignment (Su): Always active, as a caster with as many levels as HD.

· Planar Travel (Su): Baatezu can travel to any Lower plane, the Outlands, and the Astral Plane without restrictions.

· Spell-like abilities (Sp): Animate Dead, Charm Person, Major Image, Suggestion, and Greater Teleport.

· Telepathy (Su): Because of a special form of telepathy they can understand and converse with any intelligent creature.

 

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

1