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PFS StandardEinherji

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 hand-to-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.

Recall Knowledge - Monitor (Religion): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak EinherjiCreature 9

Legacy Content

CN Medium Aesir Monitor 
Source Bestiary 3 pg. 89
Perception +17; darkvision
Languages Common, Hallit, Jotun
Skills Athletics +23, Crafting +14, Intimidation +19
Str +7, Dex +4, Con +6, Int +0, Wis +1, Cha +3
Items +1 striking longsword, standard-grade darkwood shield (Hardness 5, HP 20, BT 10), +1 striking returning dagger
AC 28; Fort +20, Ref +16, Will +15 (+21 vs. fear)
HP 155; Resistances piercing 10
Attack of Opportunity [reaction] Shield Block [reaction]
Speed 40 feet
Melee [one-action] longsword +22 [+17/+12] (versatile P), Damage 2d8-2+13 slashingMelee [one-action] fist +21 [+17/+13] (agile), Damage 2d6-2+13 bludgeoningMelee [one-action] dagger +22 [+18/+14] (agile, versatile S), Damage 2d4-2+13 piercingRanged [one-action] dagger +19 [+15/+11] (agile, thrown 10 feet, versatile S), Damage 2d4-2+13 piercingChampion Devotion Spells DC 27, 2 Focus Points (-4 dmg); 4th word of freedom; 1st weapon surge
Challenge Foe [one-action] The 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 Repair [one-action] The einherji Repairs their shield. They can't use this ability if the shield is completely destroyed.Jotun Slayer The einherji has a +4 circumstance bonus to damage rolls made against giants and creatures that are at least two sizes larger than the einherji.

Sidebar - Additional Lore The Final Battle

Regardless of the deity they serve, all einherjar follow certain beliefs and mythologies. They assert that, in the final days of existence, Pharasma will judge the last soul and spark the beginning of a new existence. Einherjar believe they will be among the last souls left prior to this event, fighting alongside their gods against the forces of entropy. To einherjar, victory in this war—defined as thorough mutual destruction—is the only way to ensure a proper transition into the new existence.