Einherjar
The einherjar are spirits of warriors who had died bravely in battle. In Norse einherjar means “those who are all in one army”, because when alive on earth they were in many armies and bands, but now they are all in the Army of the Dead.
After they die, the valkyries escort half of the slain from the battlefield to Valhalla (these are the “einherjar”), which is part of Asgard (commonly described as the “Norse Heaven”); the other half went to Fólkvangr (Freyja’s hall).
The Grímnismál describes Valhalla as having five hundred and forty doors, and through each of them, eight hundred could march abreast (a hundred, hundrað, in Old Norse could mean either 100 or 120), indicating the size of the hall and the numbers of the einherjar.
Every day they are awakened by Gullinkambi, a rooster, and march out to the great field of Idavoll in the heart of Asgard to fight against each other in merry (and mortal) combat. At dusk, when they are all cut to pieces, save perchance a few, they are miraculously healed, and march back into Valhalla, where Andhrímnir, the cook of the gods, has prepared a meal for them from the pork of Sæhrímnir, a pig that is reborn every day, and the mead milked from Heiðrún, a goat feeding on the leaves of Yggdrasil.
The einherjar then spend the evening and night in feast, served by lovely valkyries, until they all fall asleep, solidly drunk. And yet, they never experience hangovers or other mishaps from this daily inebriation.
They will stand with the forces of the Æsir at Ragnarök, when Odin will call them up to fight the forces of Hel and the giants.
Einherjar
Kain’s 5e Monstrous Manual – Page 25 – Dicefreaks
Medium humanoid, chaotic neutral
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Armor Class 18 (chainmail, shield)
Hit Points 119 (14d8 + 56)
Speed 30 ft.
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STR 19 (+4) DEX 16 (+3) CON 19 (+4) INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
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Saves Str +7, Con +7
Skills Animal Handling +5, Intimidation +6, Perception +5
Damage Resistances cold, lightning, bludgeoning, piercing and slashing from non-magical weapons.
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Common
Treasure chainmail, shield, battleaxe, handaxe x4
Challenge 7 (2,900 XP)
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Brute. A melee weapon deals one extra die of its damage when the einherjar hits with it (included in the attack).
Fearsome Gaze. Their stare is especially piercing and intimidating. They make Intimidation checks with advantage.
Innate Spellcasting. Their innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:
1/week — heroes’ feast
ACTIONS
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Multiattack The einherjar makes two attacks and can use its challenge.
Battleaxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Handaxe: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Challenge They make an opposed Intimidation check against a foe within 30 ft. If successful, the foe takes disadvantage on any attack rolls against targets other than the einherjar. This effect lasts until it strikes the einherjar or otherwise causes it damage. This is considered a fear effect and any bonuses against fear apply to the opposed Intimidation check.
Einherjar
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Einherjar (CR 3) |
CN Medium outsider Init +2; Senses Perception +7 Languages Celestial |
DEFENSE |
AC 19 (+4 armor, +2 Dexterity, +3 natural), touch 12, flat-footed 17, combat 25hp 42 (5d8 + 20); fast healing 5 Immune fear Resist cold 10, fire 10 Fort +8, Ref +6, Will +3 |
OFFENSE |
Speed 40 ft. Melee Greataxe +12 melee (1d12 + 13 /x3) Space 5 ft.; Reach 5 ft. Base Atk +5; Combat +10 |
STATISTICS |
Abilities Strength 20, Dexterity 14, Constitution 18, Intelligence 10, Wisdom 8, Charisma 15SQ Rejuvenation Feats Overhand Chop, Weapon Focus (axe), Weapon Specialization (axe) Skills Acrobatics +10, Climb +13, Intimidate +10, Knowledge (the planes) +8, Perception +7, Ride +10, Survival +7, Swim +13 Advancement 6-15 HD (Medium) Possessions: +1 Greataxe, chain shirt |
ECOLOGY |
Environment Asgard Organization: Troop (20-40) Treasure NPC Gear +1 Greataxe, Chain shirt |
Rejuvenation: If slain, an einherjar returns to life and consciousness with 1 hit point after 24 hours.