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Einherji

Creature 10 — aesir, monitor

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 where

Source: pathfinder-monster-core-2

Perception +17
Skills athletics +25, crafting +16, intimidation +21
Str
+7
Dex
+4
Con
+6
Int
+0
Wis
+1
Cha
+3
AC 30 Fort +22 Ref +18 Will +17
HP 175
Resistances piercing 10
Speed 40 feet

Offense

Melee Longsword +23, Damage 2d8+13 slashing
Melee Fist +22, Damage 2d6+13 bludgeoning
Melee Dagger +23, Damage 2d4+13 piercing
Ranged Dagger +20, Damage 2d4+13 piercing

Abilities

+4 to Will Saves vs. Fear
Raise a Shield — You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
Reactive Strike — You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Shield Block — Shield Block
Challenge Foe — 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 — 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.

Spells

Spectral Advance (rank 5)

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