b'Tveirherjar \n'b' Decomposing warriors arise from among the slain upon the battlefield. Their armor is green with verdigris, and a black miasma emanates from them. Their eye sockets are hollow, dimly glowing a pallid green, and their weapons absorb light. \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  18 (chain mail, shield)  Hit Points  102 (12d8 + 48)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  12 (+1)  CON:  19 (+4)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +4  Damage Resistance  slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Senses   truesight  60 ft., passive  Perception  12  Languages  Common, Draconic  Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'   Battle Frenzy . Once reduced to 30  hp  or less, the tveirherjar makes all attacks with advantage. \n'b'  Curse of the Tveirherjar (Recharge 6) . As a  bonus action , the tveirherjar forces a creature it hit with its Niflheim longsword this round to make a DC 15  Constitution  saving throw. The creature takes 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If an  einherjar  is reduced to 0  hp  by this effect, it dies, cursed to become a tveirherjar at sundown. \n'b'  Niflheim Longsword . The tveirherjar\xe2\x80\x99s longsword absorbs light within 30 feet of it, changing bright light to dim light and dim light to darkness. When the tveirherjar dies, its longsword crumbles away, its magic returning to the creator for the next tveirherjar. \n'b'  Undead Nature . The tveirherjar doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Unerring Tracker . The tveirherjar can locate any  einherjar  within 1,000 feet. This trait works like the  locate creature  spell, except running water doesn\xe2\x80\x99t block it. \n'b'  Actions \n'b'   Multiattack . A tveirherjar makes two attacks with its Niflheim longsword. \n'b'  Niflheim Longsword .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) slashing damage plus 4 (1d8) necrotic damage. \n'b'  Spear of the Northern Sky (Recharge 5-6) .  Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target.  Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) radiant damage, and the target is outlined in a shimmering light until the end of the tveirherjar\xe2\x80\x99s next turn. This light works like the  faerie fire  spell, except only the tveirherjar has advantage on attacks against the creature and the light is not absorbed by the tveirherjar\xe2\x80\x99s Niflheim longsword. \n'b'  Terrifying Glare (Recharge 5-6) . The tveirherjar targets one creature it can see within 30 feet of it. If the creature can see the tveirherjar, it must succeed on a DC 15  Wisdom  saving throw or be  frightened  for 1 minute. While  frightened , the creature is  paralyzed . The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  About \n'b'  Countering The Valkyrie . The serpent glutting on the corpses of the fallen while tangled amid the roots of Yggdrasil, has taken issue with the  valkyrie  poaching the best from the battlefield. He relishes the hatred of those who die with anger in their hearts, turning them into his captains in the fight against the valkyrie. \n'b'  Rebirth From Death . Tveirherjar are born into the dusk on the evening of their mortal demise. They stand up from amidst the gore and shamble away into the night. They cannot remember how they came to be, only that they have been given a new, higher purpose: to save their fallen comrades from Valhalla.'