Brynhildr War Queen

Heroic champions of the valkyries, the mighty brynhildr war queens are among the finest warriors found in the multiverse. Masters of martial combat with an unrivaled sense of honor, these celestials fight when the fate of world hangs in the balance. Their muscular forms are adorned in plate armor fashioned from a mysterious blue metal, inscribed with white runes that speak of its wearer’s deeds and accomplishments. The weapons of each war queen are unique, each a work of art in its own right. To behold these creatures in their full battle regalia is to witness a living legend, her golden wings blazing like a second sun.


BRYNHILDR WAR QUEEN

Large celestial, any lawful


Armor Class 20 (plate, shield)
Hit Points 304 (29d10 +145)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
28 (+9) 22 (+6) 20 (+5) 19 (+4) 25 (+7) 12 (+1)

Saving Throws Dex +13, Int +13, Wis +14, Cha +8
Skills Athletics +16, Acrobatics +20, Insight +11, Perception +14, Intimidation +15
Damage Resistances necrotic, radiant
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages All, but can only be understood by the dead or other valkyries
Challenge 24 (22,000 XP)


TRAITS

Adamantine Skin. If the war queen takes 15 or less damage from an attack, it instead takes no damage.

Duel of the Fates. When the queen rolls initiative, it can choose to be magically transported to an unoccupied space on its personal battleground; a mystical demiplane of war and battle. When it does so, each creature within 300 ft. of the war queen can choose to accompany it, appearing in an unoccupied space of the war queen’s choice on the demiplane.

This demiplane is an open battlefield approximately 300 ft. in diameter, with no cover or terrain features to speak of. The war queen cannot leave the demiplane while an enemy creature on the demiplane lives, neither can enemy creatures leave the demiplane while the war queen lives. When a creature first arrives on the demiplane, all spells and magical effects currently affecting it end, and it is restored to its hit point maximum.

If an effect would prevent this feature from occurring when the war queen rolls initiative, it instead immediately occurs at the start of each of the war queen’s turns, until it takes effect, or the war queen is slain.

Holy Armaments. The war queen’s weapon attacks are magical, and the queen cannot be disarmed of her weapons or equipment. When the war queen hits with any weapon, the weapon deals an extra 22 (4d10) radiant or necrotic damage (queen’s choice, included in the attack).

Last Stand (1/day). The war queen pours a horn of mead down the throat of a flesh and blood creature that was slain within the last minute and attempts to restore it to life. If the creature’s soul is willing, it is restored to life at its maximum hit points and regains all its features as though it had finished a long rest. After 24 hours, the creature dies and cannot be restored to life for a period of 10 years.

Legendary Resistance (3/day). When the war queen fails a saving throw, she can choose to succeed instead.


ACTIONS

Multiattack. The war queen makes four attacks, only one of which may be a shield bash, or two attacks and one other action.

Dispelling Touch. The war queen ends a single magical effect of 8th level or lower within reach or currently affecting it.

Battle Axe. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d12+8) slashing plus 22 (4d10) radiant or necrotic.

Shield Bash. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 11 (1d6+8) bludgeoning plus 22 (4d10) radiant or necrotic. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be knocked unconscious until the start of its next turn.

Wailing Longbow. Ranged Weapon Attack: +13 to hit, range 150 ft./600 ft., one target. Hit: 11 (1d10+6) piercing damage plus 22 (4d10) radiant or necrotic. If the target is a creature, it must succeed on a DC 22 Wisdom saving throw or be unable to make any sound other than scream ferocious battle cries for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.


LEGENDARY ACTIONS

The war queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The war queen regains spent legendary actions at the start of its turn.

Dash. The war queen moves up to her speed. If she is mounted, her mount may instead move up to its speed.

Defensive Formation. Until the end of its next turn while the war queen is not incapacitated, her AC is 24.

Strike. The war queen makes an attack.


Ref: TPKB1 p244