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Einherjar 2014

CR 7 humanoid

Medium humanoid, chaotic neutral


Armor Class
18 (chain mail and shield)
Hit Points
119 (14d8+56)
Speed
30 ft.

STR19 (+4)
DEX16 (+3)
CON19 (+4)
INT10 (+0)
WIS14 (+2)
CHA11 (+0)

Saving Throws
Skills
Intimidation +6, Perception +5
Resistances
piercing weapons that are nonmagical
Senses
darkvision 60 ft., truesight 60 ft., passive Perception 15
Languages
Celestial, Common
Challenge
7 (2,900 XP) · Proficiency Bonus +3

1/day each.

death ward, spirit guardians

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.

At will.

bless, spare the dying

Battle Frenzy.

Once reduced to 30 hp or less, einherjar make all attacks with advantage.

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.

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:

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.

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details