Einherjar Derk

Medium celestial, neutral

Armor Class 19 (chain mail)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

18 (+4) 18 (+4) 18 (+4) 14 (+2) 11 (+0) 16 (+3)

Saving Throws Wisdom +7
Skills Animal Handling +4, Perception +7, Survival +7
Damage Immunities radiant
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Celestial, Common
Challenge 9 (5,000 XP)

Special Traits

  • Einherjar Menace. As an action, an einherjar can strike fear into the hearts of its enemies. Each creature of the einherjar‘s choice that is within 60 feet of it and is aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to that einherjar for the next 24 hours.
  • Keen Hearing and Sight. The einherjar has advantage on Wisdom (Perception) checks that rely on hearing or sight.
  • Mount. If the derk isn’t mounted, it can use a bonus action to magically teleport onto an einhest serving as its mount, provided the derk and its einhest are on the same plane of existence. When it teleports, the derk appears astride the einhest along with any equipment it is wearing or carrying. While mounted and not incapacitated, the derk can’t be surprised, and both it and its einhest gain advantage on Dexterity saving throws. If the derk is reduced to 0 hit points while riding its einhest, the einhest is reduced to 0 hit points as well.
  • Pack Tactics. The derk has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Regeneration. The einherjar regains 10 hit points at the start of its turn if it has at least 1 hit point. If the einherjar takes necrotic damage, this trait doesn’t function at the start of the einherjar‘s next turn.


  • Multiattack. The einherjar makes two melee or two ranged attacks.
  • Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
  • Longbow. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the derk can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the derk. A creature can benefit from only one Leadership die at a time. This effect ends if the derk is incapacitated.
Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.