Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Einherji is a Level 10 creature, with Armor Class 30 and 175 hit points. An Einherji is a resurrected champion from the celestial halls of a heroic afterlife, destined to fight and feast for all eternity.
Saving Throws: +4 to will saves vs. fear +4 to Will Saves vs. Fear Raise a Shield (1 action). Requirements You are wielding 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 (reaction). Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. 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 (reaction). Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield. Challenge Foe (1 action). 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 (1 action). 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.
175 hit points.
Level 10.
AC 30.
Speed 40 ft.
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