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.