Size
Hero Forge: 9'7" (XL)
Lore: Medium (6 ft.)
Suggested: Medium to Large
Other Monikers
Fallen angels, avenging angels, chthonic angels, vengeance devils, eumenides, furiae, dirae
Appearance
Abilities
- Hellish, poisonous longbow and longsword
- Rope of entanglement
- Skilled at parrying
- Summon devils
- Telepathy, truesight
- Magic resistance
- Flight
The erinyes appear as male or female humanoids with statuesque builds and large feathery wings.
Home Plane
Baator
Stat Block
Description
(From 5th edition Monster Manual - 2014):
The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes.
Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption.
(From Homebrew D&D Behind the Screen Subreddit post by DoctorMisterProf - 2016):
Three beautiful winged figures land on the steps of a resplendent structure of gold, silver, and marble. It is an Areiopagos, a place of celestial justice. The trio storm up the stairs and barge through the gigantic double doors startling a group of celestials chatting inside. Continuing inward the three figures ignore the bystanders as they approach the center of the building. There, sitting high on opulent thrones flanked by marble columns are nine magnificent archons. Arbiters, judges, philosophers, beings that seek to uphold law in its magnificence. With a quick bow the leader of the trio speaks with the strength of a thousand guardsmen.
"Forgive me for our intrusion. There is another human actively evading those hunting him down for his crimes. I request permission to stop him."
One of the archons with a head of a regal hawk looks down upon the three with stern eyes. Its voice, as firm as stone, carries the beauty of a harp. "His retribution will come. Mortals are short lived and their sins swiftly catch them."
"But what if he finds a way out? What if he makes a deal? He has committed horrible acts and needs to pay!" Her passionate intonation rapidly grows louder as she speaks.
The archon responds, his tone measured. "You believe he deserves justice?"
"I believe he deserves punishment!" She shouts, words echoing off the silent columns. "I wish to…"
The hawk headed archon silences her with a hand and leans back in its throne. "And that is why you will not receive authorization to leave. Punishment is not an end but a means to enact justice; and justice" The archon pauses, glaring at her like a disapproving father "is clearly not your aim. Speak not of this again."
The leader of the three throws her hands up in disgust and gestures to her siblings to leave. As they storm back out the door and take flight, the three fume with frustration, with anger never experienced before. The siblings look at each other, knowing that each shares the same conviction. One by one they dive through the magnificent skies of Arcadia and plunge into the material plane where their quarry hides.
The three swiftly catch the man cowering under a tree, hiding from his pursuers. Like the sword of the great warrior Damocles, the angels descend upon him. First, the eldest strikes, delivering a wicked blow that brings the man to his knees. The middle strikes next, knocking him to the ground. Finally, the youngest attacks, hammering the man's face into the earth. Standing over this beaten man bleeding in the dirt, the trio of angels look at each other. Their rage had not been abated; in fact it seemed to have grown. Below that feeling was something else, something primal and powerful. Joy, sadistic pleasure derived from their gleeful torture, giving him what they believed he deserved.
As the night progressed, the angels grew ever more brutal with their attacks. They built off one another's progressively more brutal assaults. The first fashioned a rope from her hair, using it to lash and restrain their target. The second employed healing magic to allow for ever more brutal assaults. The third turned their weapons into the cruelest implements of torture.
When the sun finally dared to peek above the horizon, the eviscerated corpse of the man lay dead on the earth. The three angles looked at each other, exhilarated, their pearlescent wings stained crimson by blood. There was no remorse in their eyes, no hint of guilt, but no satisfaction either. The hatred, a feeling nigh alien to them for centuries, still lurked in their hearts, muted but unremitting. One by one they took wing, returning home only to speak of this night in hushed whispers. But, as they ascended, gravity pulled back. Despite their efforts they were pulled earthward, slowly at first, but soon they were in free fall. Bracing for a crash the three hurdled through the ground, continuing ever downward.
When they opened their eyes the three found themselves in a realm of fire and brimstone. Horrific screams could be heard in the distance and untold monstrosities lurked in the shadows. They knew they should be afraid, they should clutch their weapons and steel themselves for batte, but something deep within told them this was no longer hostile territory. With eyes that now burned with hellfire they examined each other and their new home. It was in that moment that they understood who they truly were. The feeling inside of them, the feeling that drove them wasn't mere anger or hatred… It was fury.
-From “The Legend of the Erinyes"
Littering the skies of Baator, Erinyes, also known as furies, are a common sight to any planar traveler. All are descended from three angels who fell from Arcadia eons ago and all still bear their likeness to this day. Erinyes are said to be beings of vengeance, but in the eons since the species was first born they have grown into much more.
Physiological Observations:
While almost all devils are twisted, horrific monstrosities, Erinyes appear to be beautiful men and women. They tend to be of an average height of 6ft with well-toned bodies. Almost angelic in a sense, the dark coloration of their wings and their fierce red eyes belie their true nature. The youngest Erinyes have wings of blood red that gradually darken to black as they age. Once an Erinys ages beyond a certain point, their wings begin to gradually shed feathers until only bone remains. These Erinyes are by far the oldest, most dangerous, and most sadistic of their kind.
Erinyes tend to be outfitted in a manner that gives them a more intimidating visage. Spiky plate mail and helmets adorned with horns are incredibly common along with their flashy weapons. Erinyes typically use wicked serrated blades and longbows with barbed arrows. Often, Erinyes carry ropes woven from their own hair that are able to act autonomously in a manner not dissimilar to a serpent. Erinyes have developed numerous ways to utilize these ropes in combat.
Most devils come into existence from the forsaken souls of the dammed. Erinyes however, are born in a manner most mortals would consider natural. An Erinys' parent can be another Erinys or one of the greater devils who tend to be fond of them. In a world full of bleak scenes and revolting creatures, an Erinys' beauty provides welcome respite. There is much philosophical debate over whether or not Erinyes are born innately evil. There is a common belief among many extraplanar scholars that Erinyes are born walking the line of good and evil. Their immediate parentage points them towards ill but their ancestry towards righteousness. Regardless of whether or not this is the case, any semblance of benevolence is swiftly and mercilessly beaten out of young Erinyes by their parents.
Erinyes mature at about the same rate as humans, but their childhood is one of suffering and rigid order. When their parents and devilish society at large aren’t literally beating their worldview into them, young Erinyes spend their time learning and training. By the age of 10 years (as measured on the material plane) Erinyes are formidable warriors and possess a working knowledge of magic and the planes. It is at this point that these young Erinyes enter the forces of Baator proper to begin their eternity of service. There have been attempts by various good natured individuals to “rescue” Erinyes before they reach this point hoping to usher them to good. Unfortunately, these good intentioned missions are almost always deadly failures.
Behavioral Observations:
There are many different types of Erinyes with a diverse spectrum of personalities and worldviews. That said, there is one key principle that unites these vile creatures: the desire to punish wrongdoers. To some, it is a passing fancy, something not to be pursued with zeal but enjoyed as it comes. To others it is an obsession chased at every opportunity. While this may sound borderline virtuous, even a cursory examination of their methods and motivations reveals them to be as malicious as any denizen of the Nine Hells.
True good comes from justice and penance, not punishment. Those of a pure heart do not seek to make wrongdoers suffer but rather to restore a karmic balance and (hopefully) to reform the wrongdoer into someone worthy of redemption. Punishment is often the means with which this end is reached. To an Erinys however, punishment is the end. The thrill of vengeance, the joy of making others suffer is drives them. The twisted sense of justice is but a thin justification for their wicked hearts. These seemingly conflicting ideals are a carryover from their angelic heritage twisted by the cruelty of Baator. A criminal who repents for his sins and has a true change of heart will receive no mercy from an Erinys.
Erinyes are also bound to a deep sense of honor reinforced by both the strict hierarchy of hell and their ancestry. They make soldiers that are brutally efficient and, most importantly, loyal to the end. It is exceedingly rare for an Erinys to engage in an act of deception, they prefer to act frankly and decisively. This is one of the man distinguishers from succubi.
Societal Observations:
Erinyes exist in a strange place within the fiendish caste system. While most devils are born at the very bottom and constantly attempt to claw their way up the ranks, Erinyes are born about halfway up the ladder but have almost no hope of promotion. This strange placement coupled with their sense of honor makes them favored agents of greater devils, as Erinyes are powerful enough to be quite useful but are not a threat to one's status. Thus, many Erinyes are privy to information or powers that their masters would usually keep to themselves. Some leverage this to gain more influence within the infernal hierarchy or preferred appointments.
The one chance an Erinys has for promotion is to become a pleasure devil. These greater devils occupy some of the highest levels of Baator and almost exclusively spend their time corrupting virtuous mortals. Only Erinyes that operate on the material plane (known as Alecto) are eligible to be promoted. Many actively resist promotion as it precludes them from engaging in the activities they revel in such as combat, command, and torture. These Erinyes get much more satisfaction out of their current lot than they would from promotion. However, those that truly excel at condemning the souls of mortals, strive for a chance to become something greater.
Erinys Specialties:
Erinyes can be roughly divided into three main disciplines within the Nine Hells. The first are the Alecto who work on the mortal plane. These individuals engage in many activities, almost all of which involve collecting souls for their masters. They have been known to hunt down wrongdoers on the path to atonement to slowly and mercilessly cut their journey short assuring their soul makes its way to the Shelves of Despond.
The Alecto are also the Erinyes who coerce individuals to the lure of evil. Whether it is taking the form of an individual so alluring one is willing to sell their soul for a night with them or taking a position as a trusted advisor coaxing a leader down a darker path. However, it is rather uncommon for an Erinys to have the patience for such slow subversive methods as most prefer to act more decisively. The few devious Erinyes who revel in this work are the select few who are able to ascend to the rank of pleasure devil.
The job many Alecto take the most pleasure in carrying out is the execution of Faustian pacts, particularly those that involve vengeance, punishment, or the dreaded "Curse of the Erinyes". Taking after their progenitors, Erinyes are adept at exacting vengeance and punishment. They delight in creative and gruesome ways to cause agony to extract every last bit of suffering from an individual before sending them below to begin the process anew. Often, a jilted lover or irked business partner will call an Erinys down only to be horrified at the sheer depraved lengths Erinyes are willing to go when exacting said revenge.
Megaera is the second class of Erinyes. Their vocation is coveted by the vast majority of Erinyes. Megaera are always selected from members of the other two groups who prove themselves to be particularly adept at torture. These individuals spend their time tormenting the souls of a select group of the dammed. Megaera have a particular talent for inflicting what they call "justice" upon those who commit particularly barbaric crimes. Slowly, and for as long as possible, Megaera sadistically torment these souls driving them slowly mad. Megaera are by far the most dangerous and cruel Erinyes to encounter. Fortunately, unless your soul has been condemned it is extremely unlikely to meet one.
Tisiphone is the final designation of Erinyes. They are the guardians, the vanguards, and the soldiers. Tisiphone are the Erinyes one sees patrolling the skies of the nine hells, leading contingents of lesser devils on the fields of war, called to the side of greater devils in combat, and even serving as infernal lawyers in the Diabolical Courts of Abriymoch. Tisiphone are the most numerous of Erinyes as they serve a relatively unique niche within Baator. As only a select group of Alecto are even eligible for advancement within the hierarchy, greater devils place much trust in the Tisiphone, using them for special tasks and important duties. Tisiphone are, in turn, more loyal and reliable than any other devil. While the most exceptional of Tisiphone do not get promoted, they are assigned to the most coveted of positions, such as high level commanders or interdictors.
The Curse of the Erinyes:
One of the greatest horrors a mortal can call down upon another is the Curse of the Erinyes. Unlike the majority of curses, the Curse of the Erinyes can only be invoked through a direct pact with an Erinys. Once the agreement has been reached the invoker's soul is forfeit and the Erinys who made the pact will descend upon its target. The process is slow, horrific, and almost undetectable as only a minor tracking curse can be identified by even the greatest clerics.
First the Erinys brings misfortune upon their quarry. Slowly, their trust in their friends, family, society, and even reality itself is eroded.
Second, an unnatural hunger sets in coupled with revulsion for food. No amount of consumption will sate this hunger and often, food only exacerbates the suffering.
Third, sickness finds its way into the target's life. It doesn't always descend upon the target of the curse however, those they care about could instead be struck deathly ill.
Fourth, madness descends upon the target. The process is slow and surreptitious as Erinyes take great care to personalize the creeping onset of madness, consuming even the strongest of will. Unlike magical insanity, this madness is not easily reversed for the process is insidious in its mundanity.
Finally, death comes for the target. It is not swift, it is not peaceful, it is not merciful. Death is usually the most torturous part of the endeavor. Truly a fate no soul with an iota of a conscious would honestly wish upon another. The entire process can take months if not years, turning the very world into the subject's own living hell.
If an Erinys is successful in their endeavor, they will collect both the souls of both he who called down the curse and he who it was called upon. The Erinys often makes sure the two individuals meet upon their arrival to the river Styx.
It is possible to remove the curse of the Erinyes, but it is a task only completed by the cursed. Unlike many other curses, the Erinys must be warded off for it will not relent. One must first complete a right of purification and, if a patron of good answers the call, a grand task of atonement must be undertaken to ward off the tormentor. The few who successfully ward off the curse may gain the favor of their patron to champion the cause of good.
Variants:
White Winged- These Erinyes do not inherit the tarnished wings of their parents. Their wings retain the milky hue of angels making them natural deceivers. From a young age these Erinyes are pressured into using their appearance to take advantage of those foolish enough to trust them. These individuals are arguably the most dangerous of all Erinyes as their skills of manipulation and subterfuge become incredibly potent over the eons.
Redeemed- Every now and then an Erinys will reject their parentage and seek to redeem themselves in the eyes of good. These individuals steal away from the deep reaches of Baator and seek forgiveness. The denizens of the upper planes are not fools however and it may take thousands of years to gain their trust. Redeemed are most often encountered on the neutral or material planes where they prove their worth through selfless acts.
Wings of Hades - The most powerful and dangerous of all Erinyes. Wings of Hades are ancient creatures having survived and grown through thousands of years in the lower planes. These beings surpass the caste system of the Nine Hells to exclusively hunt the denizens of the upper planes. Wings of Hades have all but lost the beauty of their brethren. Their feathers have fallen from their wings, their skin has hardened into a wrinkled carapace, and hair has grown long and bedraggled. Their hair now attempts to grab and drain the life out of anything that gets too close. Those who have made allegiances within the upper planes must be wary; the Wings of Hades are one of their greatest threats.
DM's Toolkit:
Erinyes are interesting creatures. While they're unilaterally described as attractive to humans and the like, they are not usually described as seducers. Furthermore, their origin in Greek mythology has nothing to do with seduction or temptation. These are beings of punishment and vengeance. If you need a sexy demonic seducer, the succubus and incubus fill the role perfectly. It is a disservice to Erinyes everywhere to just treat them like succubae.
The Curse of the Erinyes can make for an interesting plot development. It places the target on a timer to complete whatever task set before them and it should make them loathe whoever placed the curse upon them. If a player sets you up to place it upon them, it can be a great way to guide the party in a particular direction.
It is very likely any extraplanar travelers will encounter an Erinys at some point. They are often used as couriers, scouts, soldiers, and guards. Of all the devils, Erinyes are some of the most combative and will likely treat the party with disdain at best.
Erinyes on the material plane tend to be less subtle than most other devil agents. While a more cunning devil will be the grand vizier manipulating the king into allowing horrible individuals to influence his kingdom, an Erinys may be the king's head general yelling "THIS MEANS WAR!"
Make good use of the ropes Erinyes carry with them in combat. Having a tool constantly attempting to ensnare, trip, and hinder attackers can turn the tide of a fight.
(From Planescape: Monstrous Compendium Appendix I - 1994 - lore and politics very obselete):
Erinyes, most unusual of the baatezu, do not appear gruesome or disgusting but attractive, a fitting characteristic considering their mission. Erinyes are female, but can look like mortal men or women of any race, and always the most perfect physical specimens. They cannot, however, pass for mortals, for their huge, feathery wings mark them as denizens of Baator.
Erinyes can communicate through telepathy, but prefer direct speech when luring mortals. They can speak any known language.
Cunning and evil, the solitary erinyes have the special duty among the baatezu of tempting mortals. Even though the erinyes are lesser baatezu, they report directly to the Dark Eight outside the normal chain of command.
Only 500 erinyes exist at any one time. Lesser baatezu are promoted to fill out their numbers.
As tempters, the erinyes can do something no other baatezu can do, not even the pit fiends: enter the Prime Material Plane unsummoned. There it tries, through its charm person power and its comely form to lure mortals back to Baator. 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.
Mortals so trapped are doomed to die in the inhuman plains of Baator unless their own strength can save them. A mortal who dies this way becomes a lemure and serves forever as a soldier of Baator. Because of this power to tempt and doom mortals, most baatezu respect the erinyes.
Unlike other baatezu, the erinyes often refuse promotion from their station. Many do not wish to give up the special status afforded to them and return to the routine ranks of Baator.
Combat: Erinyes prefer to use powers rather than fight physically, but they can wield any weapon with proficiency. An erinyes can cause fear in any creature that looks upon it. The victim must save vs. rod, staff, or wand or flee in panic for 1d6 rounds. Erinyes carry a rope of entanglement that they use in combat or to bind unsuspecting victims.
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 save vs. spells as if half his current level. For example, an 8th-level warrior would save as though he were 4th 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 effects of the charm last until the erinyes releases the victim or dies.
In addition to those available to all baatezu, an erinyes can use the spell-like powers detect invisibility, invisibility, locate object, polymorph self, and produce flame. Once per day it can attempt to gate in either 1 to 8 spinagons (50% chance) or 1 to 4 barbazu (35% chance).
Sources
- D&D Behind the Screen Subreddit
- Monster Manual (2014)
- Planescape: Monstrous Compendium Appendix I (1994)