Erlking
Birdlike wings covered with autumnal leaves instead of feathers extend from the back of this regal, elf-like humanoid.
Erlking (CR 18)
Medium FeyAlignment: Chaotic Neutral
Initiative: +7
Senses: Low-Light Vision; Perception +28
Speed: 70 feet, Fly 90 feet (good)
Space: 5 feet
Defense
Armor Class: 34, touch 15, flat-footed 29 (+7 armor, +4 Dex, +1 dodge, +12 natural| +2 deflection vs. evil or law)Hit Points: 270 (20d6+200) Fast Healing 10
Saving Throws: Fort +15, Ref +20, Will +17
Blur, protection from good and law
Damage Reduction: 10/ cold iron
Immunity: poison
Energy Resistance: acid 30, cold 30, electricity 30
Offense
Melee: +3 Cold Iron keen longsword +20/+20/+15 (1d8+12/17-20 plus bleed)Reach: 5 feet
Ranged: +3 ironwood longbow +20/+20/+15 (1d8+3/x3 plus bleed)
Special Attacks: Bleed (1d6), favored enemy (all humanoids +10), ironwood mastery
Spell-Like Abilities (CL 20th; Concentration +25):
- Constant- Blur, Haste (self only), Protection From Evil, Protection From Law, Speak with Animals, Speak with Plants
- At Will- Whispering Wind
- 3/day- Animate Plants, Black Tentacles, Cure Critical Wounds, Haste, Ironwood, Move Earth, Plant Growth, Summon Nature's Ally VI, summon (level 6, 1d4+1 centaurs or 1 treant 100%), Tree Stride
- 1/day- Finger Of Death (DC 23), Repel Metal or Stone, Summon Nature's Ally IX
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
20 (+5) | 25 (+7) | 28 (+9) | 19 (+4) | 20 (+5) | 21 (+5) |
CMB +15
CMD 33
Feats: Critical Focus, Disruptive, Greater Weapon Focus (Longsword), Greater Weapon Specialization (Longsword), Spellbreaker, Toughness, Vital Strike, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills: Acrobatics +19 (+35 when jumping), Bluff +18, Climb +12, Diplomacy +13, Fly +18, Handle Animal +15, Heal +10, Intimidate +25, Knowledge (geography) +17, Knowledge (nature) +27, Knowledge (nobility) +9, Perception +28, Perform (any one) +13, Ride +16, Sense Motive +18, Spellcraft +14, Stealth +29, Survival +15, Swim +17
- Racial Modifiers: +16 Acrobatics when jumping
Special Qualities: warrior fey
Special Abilities
Ironwood Mastery (Su)
Any ironwood armor an erlking wears gains a +3 enhancement bonus, and any ironwood weapon it wields is treated as a +3 cold iron keen weapon.Warrior Fey (Ex)
An erlking counts as a 20th-level fighter for all abilities and effects requiring fighter levels.Ecology
Environment: Temperate ForestsOrganization: solitary, squad (1 plus 2-12 centaurs, 2-12 satyrs, and 1-2 treants), or army (1 plus 4-24 centaurs, 4-24 satyrs, and 2-5 treants)
Treasure: double (ironwood chain shirt, ironwood longbow, ironwood longsword, other treasure)
Erlkings guard the wildest, most pristine reaches of nature, and lead other fey to reclaim defiled lands. Most forest creatures acknowledge an erlking as king of the forest and arbiter in disputes between the people of the wilds.
In most forests, an erlking is the brother or consort of a hamadryad, and represents the aggressive, dangerous, and vengeful aspect of the wilds. An erlking is a blur of motion on or off the battlefield, using his powers to coordinate attacks against despoilers, manipulate terrain to his side's advantage, and call in reinforcements when his forces would be overwhelmed.
When his services are not needed, an erlking retires to the realm of the fey.