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Valkyrie

Medium · Celestial · CR 11 · Neutral

Source. Tome of Beasts
Armor Class
16 (chain mail) or 18 (chain mail with shield)
Hit Points and Hit Dice
112 (15d8+45)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
18
+4
CON
16
+3
INT
12
+1
WIS
19
+4
CHA
18
+4

Overview

Category Monsters
Size Medium
Type Celestial
Alignment Neutral
XP 7200
Initiative Bonus +4

Movement

Walk 30 ft (9.1 m)
Fly 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Truesight 60 ft (18.3 m)
Passive Perception 18

Saving Throws

Strength +12 Dexterity +12 Constitution +11 Intelligence +5 Wisdom +8 Charisma +12

Skills

Perception +8

Languages

Common, Dwarvish, Giant, and see Gift of Tongues

Resistances & Immunities

Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Resistances
acid, cold, fire, lightning, thunder
Condition Immunities
frightened

Environments

Elysium

Traits

Asgardian Weapons

The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below).

Cloak of Doom

Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will.

Gift of Tongues

Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever.

Innate Spellcasting

the valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

at will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy

5/day each: gentle repose, healing word, warding bond

3/day each: beacon of hope, mass healing word, revivify

1/day each: commune, death ward, freedom of movement, geas

Actions

Longsword

+8 to hit, reach 5 ft (1.5 m). Hit: 1d8 radiant damage.

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, plus 11 (2d10) radiant damage.

Spear

+8 to hit, reach 10 ft (3 m). Hit: 1d6 radiant damage.

Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.

Legendary Actions

Cast a Cantrip

Cost 1

The valkyrie casts one spell from her at-will list.

Harvest the Fallen

Cost 2

A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example).

Spear or Longsword Attack

Cost 1

The valkyrie makes one longsword or spear attack.

About Valkyrie

Valkyrie is a medium celestial with a Challenge Rating of 11. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 112 hit points (derived from 15d8+45).

Valkyrie has communication capabilities including Common, Dwarvish, Giant, and see Gift of Tongues. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Valkyrie

2 tips available

When using Valkyrie in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Valkyrie

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Valkyrie?
Valkyrie has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Valkyrie?
Valkyrie is a Medium Celestial, which affects how certain spells and abilities interact with it.
What languages does Valkyrie speak?
Valkyrie can communicate in Common, Dwarvish, Giant, and see Gift of Tongues.

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