Basic Rules
Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 ( 3d8 ) poison damage on a hit (included in the attacks). Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.
Multiattack. The erinyes makes three attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 1 sq., one target. Hit: 8 ( 1d8+4 ) slashing damage, or 9 ( 1d10+4 ) slashing damage if used with two hands, plus 13 ( 3d8 ) poison damage. Longbow. Ranged Weapon Attack: +7 to hit, range 30/60 sq., one target. Hit: 7 ( 1d8+3 ) piercing damage plus 13 ( 3d8 ) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.