For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --repeating_npctrait_-CREATE_name|Hellish Weapons --repeating_npctrait_-CREATE_description|The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
!setattr --sel --repeating_npctrait_-CREATE_name|Magic Resistance --repeating_npctrait_-CREATE_description|The erinyes has advantage on saving throws against spells and other magical effects.
!setattr --sel --repeating_npcaction_-CREATE_name|Multiattack --repeating_npcaction_-CREATE_description|The erinyes makes three attacks
!setattr --sel --repeating_npcaction_-CREATE_name|Longsword --repeating_npcaction_-CREATE_description|Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.
!setattr --sel --repeating_npcaction_-CREATE_name|Longbow --repeating_npcaction_-CREATE_description|Ranged Weapon Attack: +7 to hit, range 150/600 ft., 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.
!setattr --sel --repeating_npcreaction_-CREATE_name|Parry --repeating_npcreaction_-CREATE_description|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.
Hellish Weapons.
The erinyes's weapon attacks are magical and deal an extra on a hit (included in the attacks).
Magic Resistance.
The erinyes has advantage on saving throws against spells and other magical effects.
Actions
The erinyes makes three attacks
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: , or if used with two hands, plus .
Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: , 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.
Reactions
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.
DM Options: Monster Talents
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Monster Loot: Monster Manual
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Monster Loot: Keys from the Golden Vault
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Monster Loot: Tomb of Annihilation
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Official miniatures
Pre-painted minis of this creature, catalogued from minisgallery.com.
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