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Einherjar (Mal and Tal)

Medium celestial, neutral

Armor Class 16 (chain mail)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

18 (+4) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Wisdom +3
Skills Animal Handling +2, Perception +3, Survival +2
Damage Immunities radiant
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Common
Challenge 5 (1,800 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 11 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.
  • 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 attacks.
  • Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
  • Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.


This celestial warrior wears dark clothing and its eyes blaze with a terrifying light.

The einherjar is one of the chosen by Valkyries to feast in the halls of Valhalla. They train for battle every day, eating the flesh of saehrimnir and drinking the mead of heithrun at night. They are excellent combatants, waiting for the time when they’re called to the final battle of Ragnarok.

The Wild Hunt. When not feasting, einherjar sally forth as part of Odin’s Oensjaegeren, a nightly hunt where they track down Odin’s enemies. These can be mortals but are usually fiendish and supernatural enemies of the god.

Sometimes they are simply extraordinary beasts that the einherjar believe would bring them honor in the hunt.

Oensjaegeren number from 20 to 30 einherjar and are led by a derk. The derk and the einherjar ride einhest and are accompanied by 4-6 garms.

Section 15: Copyright Notice

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

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