Einherjar

Einherjar

Medium humanoid, chaotic neutral
  • Armor Class 18 (chain mail and shield)
  • Hit Points 119 (14d8+56)
  • Speed 30 ft.
  • STR
    19 (+4)
  • DEX
    16 (+3)
  • CON
    19 (+4)
  • INT
    10 (+0)
  • WIS
    14 (+2)
  • CHA
    11 (+0)
  • Skills Intimidation +6, Perception +5
  • Damage Resistances piercing weapons that are nonmagical
  • Senses darkvision 60 ft., truesight 60 ft., passive Perception 15
  • Languages Celestial, Common
  • Challenge 7 (2,900 XP)
  • Asgardian Battleaxes. Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin's own hand.
  • Battle Loving. Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them.
  • Battle Frenzy. Once reduced to 30 hp or less, einherjar make all attacks with advantage.
  • Fearsome Gaze. The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage.
  • Innate Spellcasting. The einherjar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:
  • At will. bless, spare the dying
  • 1/day each. death ward, spirit guardians

Actions

  • Multiattack. An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe.
  • Asgardian Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed.
  • Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.