Things from the Norse myth!


You know in Dieties and Demigods they have the Einherjar as a statted out creature.
Yes, i know. I found out when I was looking for the Jotun. But the base Jotun, Einherji and Valkyrie have all let me down. So I decided to make them myself. And from there was born the first creation that I put on the forum, the Jotun.

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Divine Einherjar (Soldier of God)

The Einherjar, or Soldiers of the Gods, are the champions of the Gods. Mortals who through legendary accomplishments or nepotism, are raised to the status of Immortal. These beings gain their power via a divine Wish of a God and a single point of Quintessence, they are not part of the divine hierarchy, and are not gods in and of themselves, they do not gain Quintessence nor levels of divine ascendency, needing to acquire that power separately from this.

Einherjar created due to nepotism or by being of the blood of the gods (Children, family the God wishes to raise to immortality, Friends, etc) are called Patricians.

Creating an Einherjar:

Einherjar is an acquired template that can be applied to any being with a mind and the favor of a being of at least Hero Deity and above who uses a Wish to transform them and expends a single Quintessence point.

CR: Same as the base creature +10.

Alignment: Any

Type: The creature’s type changes to Native Outsider, or at the Deity's behest native to their plane of existence and the Einherjar gains the Extraplanar Subtype

Size: Same as the base creature.

Senses: Low-light vision, Keen Senses

Keen Senses: The Einherjar senses are twice as acute as the base beings, this doubles the distance of any sense based perceptive ability (Darkvision, Scent, Tremorsense, Blindsight, Etc)

Speed: Einherjar increase all speeds they possess by 40 feet.

Hit Dice: Change the base creature's Hit Dice to a minimum of d10s unless the base creature has better Hit Dice already. Recalculate all Hp, Einherjar hit points are maximized.

Defensive Abilities: An Einherjar retains all of the base creature’s defensive abilities and special qualities. It also gains the following additional defensive abilities.

Damage Reduction: An Einherjar gains a damage reduction of 35/+4, this stacks with any other Damage Reduction the base creature may already possess.

Improved Will: Einherjar gain +2 to Will Saves

Spell Resistance of 35. This resistance Overlaps, does not stack with any other spell resistance the base creature may have.

Fast Healing 35

Sonic Resistance 20

Reattach Limbs: An Einherjar can reattach a limb lost in combat including their head by holding the severed limb to the stump for 1 round as a standard action. They are not killed by Vorpal Weapons unless the head is also entirely destroyed, however if beheaded they are effectively blind until their head is reattached.

Immortality: The Einherjar can no longer die of old age though still gains positive effects of aging (increase to Int, Wis and Cha) and when slain simply either returns to his native realm unable to leave for 1 full year, or will automatically respawn in 1 full year's time for Native Outsiders. If the EInherjar is either killed on their native plane for extraplanar outsiders, or wished dead with at least a Limited Wish spell during the time of them being dead for native outsiders, they die permanently. Unlike other outsiders, they can be revived via resurrection magic.

Immunities: Einherjar are Immune to Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind Influencing Affects, Death Effects, Compulsions, Charm Effects, and Fear. They are also immune to Electricity, Fire, Acid, Cold, non magical Disease and non magical Poison.

Special Attacks: An Einherjar retains all of the base creature’s special attacks. He also gains the following additional special attacks.

Divine Rage (Ex): An Einherjar gains the Rage ability of a 20th level Barbarian, however they gain a +10 to Str, a +10 to Constitution and +5 to Will Saves while Raging. They Gain 44+ their Con Modifier rounds of Rage usable per day. If the Einherjar already has the rage class feature, he uses his HD as his full level for the rage and gains 2 extra rounds of rage per HD. The Einherjar is never fatigued when ending a rage and is able to use all skills while raging without penalty, however they still suffer a -2 to AC while Raging.

Spells (Ex): An Einherjar can cast spells as a 20th level Paladin (Good), Antipaladin (Evil), or Ranger (Neutral) based on Alignment. These spells are always cast spontaneously and need no reagents or any kind of focus item to cast. They are effectively spell like abilities.

Special Qualities: An Einherjar retains all of the base creature’s special qualities. He also gains the following additional special qualities.

Divine Regalia (Ex): The Einherjar can summon a full set of +4 weapons, items, and armor to themselves as a swift action, they gain 4 items of their choice and these items are connected to their very being, being summoned by their very essence. These items must be chosen at the time of creation and cannot be changed for at least 1 full year. If given to another, the item can be replaced in 1 year's time.

Einherjar Specialization (Ex): An Einherjar gains 10 Additional Feats chosen by the Einherjar at the time of creation. These Feats can be Fighter only feats and the Einherjar is treated as a 20th level Fighter, 20th Level Paladin and 20th Level Barbarian for purposes of feat selection, however, these must be non epic feats and cannot be transferred into Divine Abilities if applicable. Any feats not chosen at the time of creation will be forever lost.

Zeal (Ex): Against enemies of their patron deity, the Einherjar gains a +2 Bonus on Attack, Damage and AC against those targets.

Abilities: +10 Str, +10 Dex, +10 Con, +2 Int, +2 Wis, +4 Cha

Skills: An Einherjar gain a +4 bonus on all skill checks and can roll any skill even if untrained.
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Dungeon Delver's Guide

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