Einherji
Some warriors who die glorious deaths in battle find that there is a call for their skill and prowess even after death. Chosen by valkyries from among the slain on the battlefield, they become einherjar, outsiders who fight for the gods and other powerful extraplanar beings in battles across the multiverse.
Like valkyries, einherjar can serve a variety of deities, not just gods of war, conflict, and valor, but also those of love, beauty, life, and others not thought of as combative. Einherjar pride themselves on prowess in battle, and forever seek to prove themselves by challenging worthy foes.
Einherjar can be either male or female, and normally appear as muscled, battle-hardened humans, dwarves, or elves. A typical einherji stands 7 feet tall and weighs around 300 pounds.
- HP
- 123 (13d10+52); fast healing 5
- AC
- 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 shield)
- Speed
- 30 ft.
- Init
- +7
- Melee
- +2 battleaxe +19/+14/+9 (1d8+6/×3)
- Ranged
- mwk throwing axe +17 (1d6+4)
- BAB
- +13
- CMB
- +17
- CMD
- 30
- Fort
- +12
- Ref
- +11
- Will
- +8
- DR
- 10/cold iron and lawful
- SR
- 21
- Defensive Abilities
- freedom of movement
Weapons: Martial, Simple
Challenge of Single Combat — As a standard action, an einherji can choose a single target within sight to challenge by attempting an Intimidate check to demoralize that creature. If the check succeeds, the target is shaken and the einherji gains a +2 bonus on attack rolls and damage rolls against that target. For the duration of the challenge, the einherji must attack that target, and takes a -2 penalty to its AC, except against attacks made by the target. The challenge (and the shaken condition) remains in effect until the target successfully attacks the einherji in melee combat, the target is dead or unconscious, or the combat ends.
Battle-Trained — An einherji is proficient with all armor. Armor never impacts an einherji's speed, nor does an einherji take armor check penalties on Ride checks.
Thirst for Battle — As long as an einherji is in battle (i.e., each round it makes an attack roll), it gains fast healing 5. An einherji loses this ability outside of combat or if knocked unconscious.
Combat Reflexes, Improved Initiative, Improved Iron Will, Iron Will, Power Attack, Stand Still, Step Up, Strike Back
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.</p>
<p class="stat-block-1"> Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.</p>
<p class="stat-block-1"> You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.</p>
Intimidate +16, Knowledge (engineering) +16, Knowledge (planes) +16, Perception +18, Ride +16, Survival +18
- Type
- Outsider
- Alignment
- CN
- Size
- Medium
- Environment
- any
- Organization
- solitary, squad (3–6), or warband (7–16)
- Treasure
- triple (+2 scale mail, +2 heavy wooden shield, +2 battleaxe, masterwork throwing axe)
- Senses
- darkvision 60 ft., deathwatch; Perception +18
- Languages
- Celestial, Common
- Source
- Bestiary 4
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Stand Still (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Step Up (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Strike Back (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Deathwatch (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Freedom Of Movement (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Rage (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Divine Power (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Heroes' Feast (Spell)House/Core — covered by the site's Section 15.
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