Einherjar, Summon (5e Creature)

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Einherjar (Valkyrie)[edit]

Medium undead (any race), any alignment


Armor Class 17/14 (Scale Mail & Shield/Hide)
Hit Points 65 (10d8)
Speed 30ft.


STR DEX CON INT WIS CHA
15/13 (+2/+1) 13/15 (+1/+2) 14 (+2) 8 (-1) 12 (+1) 10 (+0)

Saving Throws Strength +4/+3, Dexterity +3/+4, Constitution +4
Skills Athletics +4/+3, Intimidation +2
Condition Immunities Frightened
Senses passive Perception 11
Languages Common
Challenge 3 (700 XP)


Fighting Style. An Einherjar gains the appropriate style of Fighting Style from the Fighter Class based off the equipment they have been summoned with. Archery for the Archer, Dueling for Swordsman, and Protection for Spearman.

Called to Arms. Unless a focused Call to Arms has been made an Einherjar appears with a random set of equipment of the following.

  • Archer: Longbow, Shortsword, Hide, Dagger, and Explorer's Pack
  • Swordsman: Broadsword, Shield, Scale Mail, 3 Javelins, Dagger, and Explorer's Pack
  • Spearman: Longspear, Shield, Scale Mail, 3 Javelins, Dagger, and Explorer's Pack

This equipment is based of a d6 (1-2 for Archer, 3-4 for Swordsman, and 5-6 for Spearman).

ACTIONS

  • Archer

Multiattack. A Einherjar can make two attacks.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage

Dagger. Melee or Range Weapon Attack: +4(+6 for ranged) to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage

  • Swordsman

Multiattack. A Einherjar can make two attacks.

Broadsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Javelin. Melee or Range Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage

Dagger. Melee or Range Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage

  • Spearman

Multiattack. A Einherjar can make two attacks.

Longspear. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands.

Javelin. Melee or Range Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage

Dagger. Melee or Range Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage


Walking out of the fields of Fólkvangr or the halls of Valhalla these fallen honored warriors have returned to do battle once more or to stand ready as they do in the heavens waiting for Ragnarök. Either way it bodes poorly for those who would consider these hardened warriors their enemy. Coming from a variety of backgrounds, purposes, and people these warriors all however act in excellent cohesion and exercise surprisingly precise tactics after having been drilled and honed in the afterlife.

The Einherjar is tied to the Valkyrie class. Refer to it for the Call to Arms ability of this class to which this creature is summoned from. A Einherjer can also be summoned via other methods with DM permission.

Important Information

Einherjar are not normal undead by most accounts. They retain all their intelligence, memories, and more importantly their training and skill at arms, they are not bound by any malevolent force and act as they did in life, they do not decay or rot and look as they did in life, at a distance they appear to have white softly glowing eyes but up close their eyes look normal, they cannot be created by necromancers or other methods only Valkyries can create Einherjars by ascending the souls of fallen warriors to the heavens, and while they are technically undead they are treated as humaniods for effects and spells upon them.



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