b'Einherjar Derk \n'b'  Medium   celestial ,  neutral  \n'b'  Armor Class  19 (chain mail)  Hit Points  65 (10d8 + 20)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  18 (+4)  CON:  18 (+4)  INT:  14 (+2)  WIS:  11 (+0)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Wisdom  +7  Skills   Animal Handling  +4,  Perception  +7,  Survival  +7  Damage Immunities  radiant  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   darkvision \xc2\xa060 ft., passive  Perception  17  Languages  Celestial, Common  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'    Einherjar  Menace . As an action, an  einherjar  can strike  fear  into the hearts of its enemies. Each creature of the  einherjar \xe2\x80\x98s choice that is within 60 feet of it and is aware of it must succeed on a DC 12  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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to that  einherjar  for the next 24 hours. \n'b'  Keen Hearing and Sight . The  einherjar  has advantage on  Wisdom  ( Perception ) checks that rely on hearing or sight. \n'b'  Mount . If the derk isn\xe2\x80\x99t mounted, it can use a bonus action to magically  teleport  onto an einhest serving as its mount, provided the derk and its einhest are on the same plane of existence. When it teleports, the derk appears astride the einhest along with any equipment it is wearing or carrying. While mounted and not incapacitated, the derk can\xe2\x80\x99t be surprised, and both it and its einhest gain advantage on  Dexterity  saving throws. If the derk is reduced to  0 hit points  while riding its einhest, the einhest is reduced to  0 hit points  as well. \n'b'  Pack Tactics . The derk has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'  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\xe2\x80\x99t function at the start of the  einherjar \xe2\x80\x98s next turn. \n'b'  Actions \n'b'   Multiattack . The  einherjar  makes two melee or two  ranged attacks . \n'b'  Longsword .  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. \n'b'  Longbow .  Ranged Weapon Attack : +8 to hit, ranged 150/600 ft., one target.  Hit : 8 (1d8 + 4) piercing damage. \n'b'  Leadership (Recharges after a Short or Long Rest) . For 1 minute, the derk can utter a special  command  or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the derk. A creature can benefit from only one Leadership die at a time. This effect ends if the derk is incapacitated.'