Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit 5 (1d6 + 2) slashing damage.

Quick Recovery. As a bonus action, the viking can retrieve an axe it has thrown that is within 5 feet of it.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with to hands to make a melee attack.

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Shield Wall. The viking has advantage on attack rolls against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. The viking gains +2 AC for each other viking warrior within 5 feet it.

Shieldbash (3/Day). When the shieldmaiden is hit by a melee attack, she attempts to stun the attacker, negating the attack. The target must succeed on a DC 14 Constitution saving throw or become stunned until the end of its next turn. When the shieldmaiden uses this reaction, she loses her shield's AC bonus until the start of her next turn.

Maiden's Roar (2/Day). The maiden lets forth a primal roar, inspiring her allies to fight harder. Each creature of the maidne's choice within 30 feet has advantage on attacks until the start of the shieldmaiden's next run.

Maiden. The maiden has advantage on attack rolls against a creature if at least one of the maiden's allies is within 5 feet of the creature and the ally isn't incapacitated. The maiden gains +2 AC if at least one other shieldmaiden is within 5 feet of her and is not unconscious.

Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft. or range 20/60 ft., one target. Hit 7 (1d6 + 4) slashing damage.

Multiattack. The berserker makes five attacks: two with its shortsword and three with its handaxe.

Berserk (3/day). When the viking is hit by an attack, it can gain immunity to the attack's damage. Alternatively, when the viking fails a saving throw, it can choose to succeed instead. When the viking uses this power it makes its next two attacks at disadvantage.

Viking Champion Medium humanoid, any lawful alignment Armor Class 17 (half plate, shield)

17 (half plate, shield) Hit Points 150 (20d8 + 60)

150 (20d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 16 (+3) 10 (+0) 13 (+1) 15 (+2) Saving Throws Str +9, Wis +5

Str +9, Wis +5 Skills Athletics +9, Insight +6, Intimidation +6

Athletics +9, Insight +6, Intimidation +6 Senses passive Perception 11

passive Perception 11 Languages Common

Common Challenge 11 (7,200 XP) Brute. A melee weapon deals one extra die of its damage when the champion hits with it (included in the attack). Crushing Attacks. When the champion hits with a battleaxe attack for the first time on its turn, the target must make a DC 16 Constitution saving throw or be knocked prone. Actions Multiattack. The champion makes four attacks: three with its battleaxe and one with its shield. Battleaxe. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) slashing damage. Shield Bash. The champion thrusts his shield at a creature within 5 ft. The target must succeed on a DC 16 Dexterity saving throw or take 10 (2d4 + 5) bludgeoning damage and be knocked prone. Finishing Move. When a creature is knocked prone, the champion can expend all of its remaining battleaxe attacks channelled into a final blow. The champion makes a melee weapon attack. If it hits, it deals 21 damage (2d8+5 max damage) for each battleaxe attack the champion had remaining. Until the end of its next turn, the champion makes all saving throws at disadvantage, and cannot attack.

Valkyrie Medium humanoid, lawful good Armor Class 19 (half plate, shield)

19 (half plate, shield) Hit Points 162 (25d8 + 50)

162 (25d8 + 50) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 14 (+2) 17 (+3) 18 (+4) 19 (+4) Saving Throws Con +7, Wis +9

Con +7, Wis +9 Skills Animal Handling +9, Intimidation +9, Perception +9

Animal Handling +9, Intimidation +9, Perception +9 Condition Immunities frightened

frightened Senses passive Perception 19

passive Perception 19 Languages Common

Common Challenge 15 (13,000 XP) Bonded Pegasus. The valkyrie bonds to one pegasus for life. They always ride into battle on one (use the mounted combat feat, PHB 198, 168). If the pegasus dies, the valkyrie can use the find steed spell to summon its spirit. Innate Spellcasting. The valkyrie's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: shocking grasp, spare the dying, thunderclap, true strike 3/day each: thunderous smite, thunderwave, witchbolt 2/day each: prayer of healing, see invisibility 1/day each: call lightning, lightning bolt Magic armor. The valkyrie cannot suffer a critical hit.