Einherjar

Tome of Beasts (Third Party)

Size
Medium
Type
humanoid
Alignment
chaotic neutral
AC
18 (chain mail and shield)
Hit Points
119 (14d8+56)
Speed
walk 30 ft.
Skills
Animal Handling +5, 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
STR
19
+4
DEX
16
+3
CON
19
+4
INT
10
+0
WIS
14
+2
CHA
11
+0

Traits

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: less, spare the dying
  • 1/day each: eath 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.

Other data

description