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Daimon, Erinyes

Family: Daimons

Medium fiend, lawful evil

Armor Class 18 (natural armor)
Hit Points 110 (13d8+52)
Speed 30 ft., fly 60 ft.

18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 15 (+2)

Saving Throws Constitution+8, Wisdom+6, Charisma+4
Damage Immunities electricity, poison
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Condition Immunities poisoned
Skills Insight +6, Perception +6
Senses truesight 120 ft., passive Perception 16
Languages Common, Infernal
Challenge 11 (7,200 XP)

Special Traits

  • Foment Madness. Any creature that isn’t a demon that starts its turn within 30 feet of the erinyes must succeed on a DC 14 Wisdom saving throw, or it whispers of its sins in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the erinyes). While under the effect of that confusion, the creature is immune to Foment Madness.
  • Vengeful Tracker. The erinyes knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the erinyes are on different planes of existence. If the creature being tracked by the erinyes dies, the erinyes knows.


  • Multiattack. The erinyes makes three attacks: two with its scourge and one with its snake hair, or one with its bite, one with its claws, and one with its snake hair.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. If the target is a creature against which the erinyes has sworn vengeance, the target takes an extra 14 (4d6) psychic damage. Instead of dealing damage, the erinyes can grapple the target (escape DC 16) provided the target is Large or smaller.
  • Scourge. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 17 (5d6) poison damage.
  • Snake Hair. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 14 (4d6) poison damage.
  • Vengeful Glare. The erinyes targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 14 Wisdom saving throw. On a failure, the target is paralyzed until the erinyes deals damage to it, or until the end of the erinyes’ next turn. When the paralysis ends, the target is frightened of the erinyes for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the erinyes, ending the frightened condition on itself on a success.


Before you hovers a creature that only passably resembles a woman. Its eyes weep tears of blood, huge wings protrude from its shoulders, and its hands and feet are tipped with awful claws.

The erinyes are punishers of those who commit murder, perjury, ingratitude, disrespect, harshness, violation of filial piety and the laws of hospitality. They will track down the criminal to the ends of the earth and drive him mad. An erinyes stands about 6 feet tall and weighs about 150 pounds.

Tartarus Bound. When they are not tracking down the guilty, erinyes reside in Tartarus to torture the damned.

They are sacred to Hades and often in his employ. In Infernus they reside on the Sixth Circle and are interchangeable with the Furies.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.