Einherji

System: Pathfinder | SRD

Einherji CR 10
CN Outsider (extraplanar) Medium
Init +7 ; Senses darkvision 60 ft., deathwatch; Perception +18
Defense
AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 shield)
hp 123 (13d10+52); fast healing 5
Fort +12 Ref +11 Will +8
DR 10/cold iron and lawful
Immune cold, disease, fear, poison
Resist acid 10, electricity 10, fire 10
SR 21
Offense
Speed 30 ft.
Melee +2 battleaxe +19/+14/+9 (1d8+6/×3)
Ranged mwk throwing axe +17 (1d6+4)
Special Attacks challenge of single combat
CMB +17 CMD 30
Statistics
Str 19, Dex 16, Con 19, Int 10, Wis 14, Cha 11
Base Atk +13
Feats Combat Reflexes, Improved Initiative, Improved Iron WillB, Iron Will, Power Attack, Stand Still, Step Up, Strike Back
Skills Intimidate +16, Knowledge (engineering) +16, Knowledge (planes) +16, Perception +18, Ride +16, Survival +18
Languages Celestial, Common
SQ battle-trained, thirst for battle
Special Abilities
Battle-Trained (Ex) An einherji is proficient with all armor. Armor never impacts an einherji's speed, nor does an einherji take armor check penalties on Ride checks.
Challenge of Single Combat (Ex) As a standard action, an einherji can choose a single target within sight to challenge by attempting an Intimidate check to demoralize that creature. If the check succeeds, the target is shaken and the einherji gains a +2 bonus on attack rolls and damage rolls against that target. For the duration of the challenge, the einherji must attack that target, and takes a -2 penalty to its AC, except against attacks made by the target. The challenge (and the shaken condition) remains in effect until the target successfully attacks the einherji in melee combat, the target is dead or unconscious, or the combat ends.
Thirst for Battle (Su) As long as an einherji is in battle (i.e., each round it makes an attack roll), it gains fast healing 5. An einherji loses this ability outside of combat or if knocked unconscious.
Holding a massive battleaxe and shield, this tall, helmed warrior is grim and fierce.

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