Valkyrie (CR 9)
AC: 25 (-1 size, +8 Dex, +1 armor, +7 natural, uncanny dodge) touch 17, flat-footed 25
Hit Dice: 11d8+33 (115 hp)
Fort +13, Ref +15, Will +8
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +11; Grapple +22
Attack: +1 shortsword +17/+12/+7 and +1 short sword +17/+12 melee or 2 slams +16 each melee
Damage: +1 shortsword 1d8+7/19-20, +1 shortsword 1d8+3/19-20, slam 1d6+7 plus 1d6 electricity
Special Attacks/Actions: Electricity, aligned strike (chaotic) maneuvers, lightning gaze (DC18), sonic burst (DC18)
Abilities: Str 25, Dex 27, Con 22, Int 14, Wis 13, Cha 5
Special Qualities: immune cold, electricity, fear, sonic
Feats: Combat Expertise, Improved Disarm, Power Attack, Improved Two-weapon Fighting, Two-Weapon Fighting, Weapon Finesse
Skills: Balance +23, Concentration +19, Diplomacy +18, Hide +17, Intimidate +16, Jump +26, Knowledge (the Planes) +10, Listen +10, Martial Lore +12, Sense Motive +14, Spot +10, Survival +1 (+3 on other Planes), and Tumble
Advancement: By character class
Organization: Solitary or small group
Treasure/Possessions: Padded armor, 2 +1 shortswords
Tome of Battle
Aligned Strike (Su): A valkyrie's natural weapons, as well as any weapons she wields, are treated as chaotic-aligned for the purposes of overcoming damage reduction.
Electricity Attacks (Su): A valkyrie deals 1d6 points of electricity damage with her natural attacks and any weapons she wields.
Lighting Gaze (Su): A valkyrie's can send out strokes of lightning at those who meet her gaze. 4d6 electricity, range 30 feet, Reflex DC 18 negates. The save DC is Charisma-based.
Martial Maneuvers: A valkyrie knows several martial maneuvers and stances (initiator level 10th). She recovers expended maneuvers by resting and meditating for 5 minutes. She can use each maneuver once per encounter.
Sonic Burst (Su): As a swift action, a valkyrie can clap her wings together to create a thunderclap. Creatures within 30 feet of the valkyrie take 4d6 points of sonic damage. A successful DC 18 Reflex save results in half damage. Valkyries must wait 1d4 rounds between uses of this ability. The save DC is Charisma-based.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.