EinherjiCreature 10
Source Pathfinder Bestiary 3
Perception +17 (darkvision)
Languages Common, Hallit, Jotun
Skills Athletics +25, Crafting +16, Intimidation +21
Str +7, Dex +4, Con +6, Int +0, Wis +1, Cha +3
AC 30; Fort +22; Reflex +18; Will +17; +4 to will saves vs. fear
HP 175
Speed 40 feet
Resistances Piercing 10
Longsword +24 (+19, +14) to hit (versatile p) 2d8+13 Slashing
Fist +23 (+19, +15) to hit (agile) 2d6+13 Bludgeoning
Dagger +24 (+20, +16) to hit (agile, versatile s) 2d4+13 Piercing
Dagger +21 (+17, +13) to hit (agile, thrown 10, versatile s) 2d4+13 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
+4 to Will Saves vs. FearAttack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Shield BlockTrigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
Challenge FoeThe einherji challenges one creature they can see to single combat, attempting to Demoralize that target.
This target remains the einherji's foe until it's defeated, it flees, or the encounter ends. The einherji gains a circumstance bonus to damage equal to their number of weapon damage dice against their designated foe but takes an equivalent circumstance penalty to damage against any other creature.
If the einherji is defeated by their challenged foe, the shame causes them to lose use of their champion devotion spells for 1 week or until they challenge the same foe again and emerge victorious, whichever comes first.
Instant RepairThe einherji Repairs their shield. They can't use this ability if the shield is completely destroyed.
Jotun SlayerThe einherji has a +4 circumstance bonus to damage rolls made against giants and creatures that are at least two sizes larger than the einherji.
Champion Devotion Spells (DC 29, +21 to hit)
1st Level: Weapon Surge
4th Level: Word of Freedom
Einherjar are mighty warriors chosen by valkyries from the ranks of those slain in terrible and legendary battles. Forged from the souls of the greatest warriors, the implacable einherjar serve as the foot soldiers of pantheons, skilled in handto-hand combat and slaying giants.
Einherjar often come from warrior cultures, including Ulfen vikings (like the einherji represented in this entry), particularly fierce pirates from the Shackles, and even Osirian conquerors. They can be chosen from wherever war and might hold sway; many deities who hold the call of battle and the pursuit of physical power more sacred than concepts of good and evil might count einherjar warriors and valkyrie choosers of the slain among their chosen servitors. For example, Gorum, Besmara, and Sekhmet have all elevated fallen worshippers as einherjar. Einherjar dedicated to different deities often wield weapons or possess varying cosmetic appearances based on their deity's preferred weapon and their place of death; however, they're universally stalwart, implacable, and efficiently deadly. Einherjar with two-handed weapons or who arise from other backgrounds often have different abilities in place of Jotun Slayer and Instant Repair.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AesirAesir are often-bellicose monitors of the chaotic planes, honing their skill in battle and preparing for a final confrontation at the end of the multiverse.