Library / Bestiary

Valkyrie

CR 12.00 Outsider CN Medium
Surrounded by lightning, this impressive female warrior wears a gleaming golden breastplate and carries a shining spear.

Valkyries are outsiders who scour the battlefields of the Material Plane for warriors of great prowess and legendary renown. With a glance, a valkyrie can tell who is near death and ready to give up life and who fights on to live another day, and can either claim the soul of the slain or aid the living to continue the fight.

Valkyries are always female, and appear as strong and beautiful human, dwarven, or elven women. A human valkyrie is 6 feet tall and weighs close to 200 pounds.

Valkyries serve a variety of deities, though they are most often associated with the gods of war, conflict, valor, and courage. Although capable combatants in their own right, valkyries are almost always encountered mounted, typically on flying steeds such as dragon horses, pegasi, or sleipnirs.

STR
18
DEX
17
CON
20
INT
13
WIS
20
CHA
23
HP
168 (16d10+80)
AC
27, touch 19, flat-footed 24 (+8 armor, +6 deflection, +3 Dex)
Speed
30 ft., fly 100 ft. (perfect)
Init
+3
Melee
+2 returning spear +23/+18/+13/+8 (1d8+8/×3)
Ranged
+2 returning spear +22 (1d8+6/×3)
BAB
+16
CMB
+20
CMD
39
Fort
+10
Ref
+13
Will
+15
DR
10/cold iron and lawful
SR
23

Weapons: Martial, Simple

Battle Trained — A valkyrie is proficient with all armor. Armor never impacts a valkyrie's speed, nor does a valkyrie take armor check penalties on Ride checks.

Choose the Slain — A valkyrie can draw the soul from a newly dead body and store it in her spear for transport to the Outer Planes. This functions as soul bind, but the dead creature must be willing to have its soul taken. If the creature is unwilling, this ability has no effect.

Holy Zeal — A valkyrie adds her Charisma modifier as a deflection bonus to her Armor Class.

Mounted Combat from Feat

<p class="stat-block-1"> Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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>

Ride-By Attack from Feat

<p class="stat-block-1"> When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.</p>

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>

Spirited Charge from Feat

<p class="stat-block-1"> When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).</p>

Trample from Feat

<p class="stat-block-1"> When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Fly +27, Handle Animal +25, Heal +24, Knowledge (planes) +20, Perception +24, Ride +28, Sense Motive +24

spell-like abilities:
Constant—Deathwatch, Constant—Tongues, At will—Aid, At will—Death Ward, At will—Gentle Repose, At will—Plane Shift, 3/day—Call Lightning Storm, 3/day—Divine Power, 3/day—Geas/Quest, 1/day—Breath Of Life, 1/day—Heal
Details
Type
Outsider
Alignment
CN
Size
Medium
Environment
any
Organization
solitary or ride (2-8 valkyries)
Treasure
triple (+2 breastplate, +2 returning spear, other treasure)
Senses
darkvision 60 ft., deathwatch; Perception +24
Languages
Celestial, Common; tongues
Source
Bestiary 3
Sources Used in This Record
19 House/Core
  • Uses feat: Mounted Combat (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Ride-By Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Spirited Charge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Trample (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deathwatch (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Tongues (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Aid (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Death Ward (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Gentle Repose (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plane Shift (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Call Lightning Storm (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Divine Power (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Geas/Quest (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Breath Of Life (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Heal (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.