Battle Frenzy. The einherjar has advantage on all attack rolls it makes while it is below 100 hp.
Fearsome Gaze. The stare of an einherjar is especially piercing to Humanoids. It has advantage on any Charisma (Intimidation) check it makes against a Humanoid.
Immortal Warrior. If the einherjar is killed after falling to 0 hp, it can be revived by any form of healing no matter the injury or how minor the healing. This can only be subverted by killing it with the specific item it is weak to or through a wish or disintegrate spell.
Ratatosk. The einherjar can use an action to conjure a celestial familiar to send a message to a creature of its choice. This feature functions the same as sending.
Runic Weapons. The einherjar’s weapon attacks are magical. When the einherjar hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).
Multiattack. The einherjar makes three Battleaxe attacks, or it makes three Celestial Bolt attacks.
Greataxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 9) slashing damage plus 13 (3d8) radiant damage.
Celestial Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) radiant damage.
Glorious Leap. The einherjar leaps to a point within 45 feet, after which the first melee attack that hits deals an extra 2d10 damage of the same type dealt by the weapon.
My Lady's Blessing (Recharge 5–6). The einherjar calls on its celestial patron for one of the following blessings:
- Immortal’s Strength. The einherjar roars an inspiring battlecry. Three creatures within 60 feet of the einherjar become blessed for 1 minute dealing an extra 2 (1d4) radiant damage when it hits with any weapon or spell attack. In addition, when an affected creature makes an attack roll, the creature can roll a d6 and add the number rolled to the attack roll.
- Valkyries’ Mercy. The einherjar pleads for the assistance of the valkyries to save one friendly creature it can see within 60 feet of it. The creature regains 26 6d8 hp and removes any single negative condition of the einherjar's choice. Once the einherjar has aided a creature with Valkyries’ Mercy, it can’t target that creature with Valkyries’ Mercy again until the creature finishes a long rest.
Description
A line of stout, bearded warriors with golden auras stand ready, adorned in chain mail and carrying battle axes and oaken shields. Their badges and symbols are all different, and no two have the same braided pattern in their beards.
The einherjar are great warriors chosen by the valkyries. They eat and drink their fill of boar and mead each night, then spend their days preparing for Ragnarok. Some of this is combat training, and other portions are raids against the giants fighting the gods. Regardless of how often they are slain, the einherjar reappear each morning in Odin’s hall, leaving them without fear of death.
Defenders of the Mortal World. Occasionally, ravenfolk guide a troop of einherjar against some of Loki’s minions on the Material Plane. These raids are often small battles that further delay the inevitable rise of the world serpent and its many evil spawn. They fight against giants, demons, lindwurms, and other evil creatures, but the einherjar themselves are not exactly saintly. They can drink and carouse with the loudest and most boastful of humanoids. Though otherworldly and servants of Odin, einherjar are very humanlike, if somewhat larger than life.
Fear Dragons. The einherjar are superstitiously fearful of dragons and dragonkin, the distant progeny of the world serpent.
Never Speak to the Living. In theory, the einherjar are forbidden from speaking with the living: they must pass their words through a valkyrie, ratatosk, ravenfolk, or one of the other races allied with Odin. In practice, this rule is often flouted, though if Loki’s servants notice it, they can dismiss any einherjar back to Valhalla for a day.
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