Valkyrie
Medium celestial, neutral
Armor Class
16 (chain mail) or 18 (chain mail with shield)
Hit Points
112 (15d8 + 45)
Speed
30 ft., fly 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
19 (+4)
CHA
18 (+4)
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Resistances
acid, cold, fire, lightning, thunder
Condition Immunities
frightened
Senses
truesight 60 ft., passive Perception 18
Saving Throws
Str +12, Dex +12, Con +11, Int +5, Wis +8, Cha +12
Skills
Perception +8
Languages
Common, Dwarvish, Giant, and see Gift of Tongues
Challenge
11 (7200 XP)
Asgardian Weapons. The valkyrie’s weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below).
Cloak of Doom. Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will.
Gift of Tongues. Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever.
Innate Spellcasting. The valkyrie’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy
5/day each: gentle repose, healing word, warding bond
3/day each: beacon of hope, mass healing word, revivify
1/day each: commune, death ward, freedom of movement, geas
Actions
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.
Legendary Actions
A valkyrie can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. A valkyrie regains spent legendary actions at the start of her turn.
Cast a Cantrip. The valkyrie casts one spell from her at-will list.
Spear or Longsword Attack. The valkyrie makes one longsword or spear attack.
Harvest the Fallen (Costs 2 Actions). A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can’t be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM’s discretion, part of this bonus can become an appropriate special quality (a fire giant’s soul might create a flaming weapon, for example).