Erlking

Birdlike wings covered with autumnal leaves instead of feathers extend from the back of this regal, elf-like humanoid.
 

Erlking (CR 18)

Medium Fey
Alignment: 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):

Statistics

StrDexConIntWisCha
20 (+5) 25 (+7) 28 (+9) 19 (+4) 20 (+5) 21 (+5)
Base Attack Bonus: +10
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 Languages: Common, Elven, Sylvan; speak with animals, speak with plants
  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 Forests
Organization: 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.