KING
Erinyes Avenger

Erinyes Avenger

Fiend · Crown of Wrath

T4d10Major

Elite oath-hunters, erinyes avengers track contract-breakers across planes, their flaming swords severing souls from bodies.

Tier 4  ·  Role Major  ·  Pool Vigor 7 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC149 base + 5 Sense
Vigor7Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit15+Cunning 20
StatScoreModDie
Body18+4d8
Mind18+4d8
Sense20+5d10
Heart16+3d6
Cunning20+5d10
Fate8-1-d3

Passives

Passive

Hellwing Flight

Flies 60 ft and sees clearly through any darkness, magical or not.

Passive

Infernal Hide

Immune to fire damage and poison damage. Advantage on saves against spells.

Maneuvers

Maneuver

Mark of the Oathbreaker

The avenger names a broken promise. One creature within 60 ft that has broken an oath must make a DC 17 Mind save or be branded in searing script: it takes 1 Vigor damage at the start of each of its turns and cannot hide from the avenger or turn invisible while the avenger lives.

Reactions

Reaction

Retribution

When a branded creature damages one of the avenger's allies, the avenger immediately moves up to half its speed and makes one attack against it.

Tactics

GM tactics

Hunts oath-breakers with relentless fury. Opens with Mark of the Oathbreaker on the guiltiest target, then works it down while the brand burns and no hiding place will take it. Retribution answers anyone who strikes at its allies. Will pursue across planes if necessary.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.