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)

Damage Resistances

piercing weapons that are nonmagical

Senses

darkvision 60 ft., truesight 60 ft., passive Perception 15

Skills

Animal Handling +5, Intimidation +6, Perception +5

Languages

Celestial, Common

Challenge

7 (2900 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. 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.

medium
humanoid
cr7
tome-of-beasts