18 (chain mail and shield)
119 (14d8+56)
walk 30 ft.
Animal Handling +5, Intimidation +6, Perception +5
piercing weapons that are nonmagical
darkvision 60 ft., truesight 60 ft.
Celestial, Common
7
Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin's own hand.
Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them.
Once reduced to 30 hp or less, einherjar make all attacks with advantage.
The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage.
The einherjar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: • At will: less, spare the dying • 1/Day each: eath ward, spirit guardians
An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.