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Einherji Host

Einherjar were mighty warriors in life, selected by the valkyries to continue fighting after death. Their souls are forged from the Universe's greatest heroes into the foot soldiers of the gods. While many einherjar chose to fight alone, functioning as an army of one, there are some who learn group tactics and use their combined battle-hardened skills to defeat their god's enemies together. These einherji hosts rarely leave the battlegrounds of their divine commanders' domains, where they eagerly battle against any they deem worthy of combat.

Recall Knowledge - Monitor (Religion): DC 39
Unspecific Lore: DC 37
Specific Lore: DC 34

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 Einherji HostCreature 14

Rare Gargantuan Aesir Monitor Troop 
Source Prey for Death pg. 111
Perception +22; darkvision
Languages Common, Hallit, Jotun
Skills Athletics +26, Intimidation +22
Str +7, Dex +4, Con +6, Int +0, Wis +4, Cha +3
AC 33 (35 with shields raised); Fort +27, Ref +21, Will +23 (+29 vs. fear)
HP 250; Resistances piercing 15; Weaknesses area damage 18, splash damage 9
Troop Defenses
Speed 40 feet; troop movement
Dagger Volley [two-actions] The einherji host launches a ranged attack in the form of a volley of thrown daggers. This volley fills a 30-foot cone; all creatures in the area take 5d4+15 piercing damage (DC 34 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 15-foot cone.Form Up [one-action] Jotun Slayer An einherji host has a +4 circumstance bonus to Strike as One damage rolls made against giants and creatures that are Huge or larger.Pay For Every Inch [three-actions] The einherji host Form Up, Raises Shields, and prepares to counterattack. Until the start of the troop's next turn, each time an enemy takes an action to move through a space adjacent to the troop, they take 4d8+18 slashing damage (DC 34 basic Reflex save).Raise Shields [one-action] The troop raises their shields, increasing their Armor Class by 2 until the start of the troop's next turn.Song of Freedom [one-action] (mental) The troop sings of freedom, bolstering their conviction and morale. Until the start of the troop's next turn, their Will saves increase to +29 against all mental effects, not just against fear effects.Strike as One [one-action] to [three-actions] Frequency once per round; Effect The einherji host makes melee attacks against each enemy within 5 feet (DC 34 basic Reflex save). The damage depends on the number of actions.
[one-action] 2d8+7 slashing damage
[two-actions] 3d8+14 slashing damage
[three-actions] 4d8+14 slashing damage
Troop Movement Whenever the einherji host Strides, they first Form Up as a free action to condense into a 20-foot-by-20- foot area (minus any missing squares they may have as the result of having taken Hit Point damage), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.

No Icon Gorum's Einherjar

The einherjar who serve Gorum believe that a grand battle shall rage across all of existence in the final days before reality comes to an end, and that those who survive will be elevated when the next version of reality is born. They clash together in endless mock battles to sharpen their skills and ready their blades. Each one who falls in these battles is reborn again in the Clashing Shore, ready to keep fighting.