Medium Celestial, Lawful Evil
Armor Class 18 (breastplate, shield)
Hit Points 99 (11d8 + 44)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +6, CHA +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 12
Languages Celestial, Common, Elvish, Giant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Aura of Doom. Any non-celestial creature that ends its turn within 20 feet of the valkyrie suffers disadvantage on all saving throws.

Grave Weapons. The valkyrie's weapon attacks are magical and deal an extra 13 (3d8) necrotic damage on a hit (included in the attacks).

Magic Resistance. The valkyrie has advantage on saving throws against spells and other magical effects.

Spellcasting. The valkyrie's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The valkyrie can innately cast the following spells, requiring only verbal components:

At will: shocking grasp, toll the dead 

1/Day each: cause fear, gentle repose, life transference, heroes' feast

Actions

Multiattack. The valkyrie makes two weapon attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. (range 20/60), one target. Hit: 7 (1d6 + 4) slashing damage, or 8 (1d8 + 4) slashing damage if used with two hands, plus 13 (3d8) necrotic damage.

Doom (Recharge 5–6). The valkyrie chooses a combatant she can see within 120 feet, dooming the target to die and claiming their soul on behalf of the gods. Only one target can be doomed at a time. When a creature is targeted by this magic, it must make a DC 15 Charisma saving throw. On a failed save, the doomed creature is vulnerable to all damage types until the end of the valkyrie's next turn. 

Whenever a doomed creature drops to 0 hit points, it falls unconscious and is stable. A creature that falls unconscious while doomed cannot be wakened through nonmagical means unless the valkyrie dies, dooms a different target, or moves out of range.

Reactions

Parry. The valkyrie adds 3 to its AC against one melee attack that would hit it. To do so, the valkyrie must see the attacker and be wielding a melee weapon.

Legendary Actions

A lone valkyrie can take 1 legendary action, choosing from the options below. A legendary action can only be used at the end of another creature's turn. The valkyrie regains a spent legendary action at the start of her turn.

Attack. The valkyrie makes one weapon attack against a target within range.

Cast a Spell. The valkyrie casts a spell. 

Description

Surveying the battlefield below, a group of valkyries observe great deeds of might, cunning, and honor. Astride their flying steeds, the valkyries doom their favorite warriors to die in the glory of battle, fallen heroes destined for Valhalla where they fight by Odin's side at Ragnarök. 

Grave Beauty. Odin's handmaidens are praised by skalds across Midgard for their unmatched beauty and grace, though to behold their loveliness is often described as staring into the sun. In dreadful aspect the valkyries ride into battle astride flying vanamares, carrying shields bearing Odin's valknut, and wearing dread helms surmounted with dark antlers. 

Choosers of the Fallen. Valkyries are the warmaidens of Odin, mighty warriors from Asgard tasked with presiding over great battles, choosing who lives and dies, and claiming the best and bravest warriors to spend their afterlife in Valhalla. Though the valkyries are revered, they are also feared—like angels of death, their coming is a grave omen. The slain chosen by the valkyries become einherjar ("once fighters")—consecrated warriors who are neither alive, nor dead (nor undead), and they cannot be resurrected or recalled by magic to the land of the living.

While in Valhalla, the einherjar feast and celebrate with the valkyries each day, drinking mead and preparing for Ragnarök without a thought to their former lives. Each day as divine skalds proclaim the glories of Ragnarök, the assembled einherjar fall under a powerful modify memory spell. While under these effects, they refuse to leave Valhalla except by order of the valkyries. 

Quest to Valhalla. Anyone attempting to reclaim an einherjar and return them to the land of the living must venture to Valhalla and remind them of their former life. Once a day, when such an attempt is made, the einherjar can make a DC 16 Wisdom saving throw. If they succeed, or are targeted by a remove curse or greater restoration spell, their memories are restored and the spell is broken.

Valkyries honor the heroic effort required to reach Valhalla, and permit the freed einherjar to depart peacefully, though this may increase their desire to reclaim such a beloved warrior, as well as their brave companions. 


Artwork by Yuejian Zhang

 

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Monster Tags: Angel

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