Erlking
Birdlike wings covered with autumnal leaves instead of feathers extend from the back of this regal, elf-like humanoid
Source Bestiary 4 pg. 94
Originally posted in Archives of Nethys
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.
Erlking
Kain’s 5e Monstrous Manual – Page 34 – Dicefreaks
Medium fey, chaotic neutral
________________________________________________________________________________
Armor Class 20 (leaf armor)
Hit Points 253 (22d8 + 154)
Speed 40 ft.
________________________________________________________________________________
STR 18 (+4) DEX 26 (+8) CON 25 (+7) INT 19 (+4) WIS 20 (+5) CHA 21 (+5)
________________________________________________________________________________
Saves Dex +13, Con +12, Wis +10
Skills Acrobatics +18, Athletics +9, Stealth +13
Damage Resistances cold, thunder, bludgeoning, piercing and slashing from weapons that are not cold iron.
Senses truesight 120 ft., passive Perception 15
Languages Bestial, Common, Elvish, Sylvan
Treasure Ironwood sword, leaf armor
Challenge 16 (18,000 XP)
________________________________________________________________________________
Blur The erlking’s body is blurred, shifting and wavering to all who can see it. Creatures have disadvantage on attack rolls against it. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. The erlking can suppress this at anytime.
Humanoid Hunter An erlking has advantage on attack rolls against humanoids and deals an additional 18 (4d8) damage against them.
Innate Spellcasting. The erlking’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: tree stride
3/day each: animate objects, black tentacles, cure wounds, move earth, plant growth
Magic Resistance. The erlking has advantage on saving throws against spells and other magical effects.
Magic Weapons. The erlking’s weapon attacks are magical and score a critical hit on a roll of 19 or 20.
ACTIONS
________________________________________________________________________________
Multiattack The erlking makes four attacks.
Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage. If the target is a living creature, it must make a DC 20 Constitution saving throw or continue taking the same damage at the beginning of its turn.
Longbow. Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 12 (1d8 + 8) piercing damage. If the target is humanoid, it must make a DC 20 Constitution saving throw or continue taking the same damage at the beginning of its turn.
Erlking CR 18 |
XP 153,600 CN Medium fey Init +7; Senses Low-Light Vision; Perception+28 |
DEFENSE |
AC 34, touch 15, flat-footed 29 (+7 armor, +4 Dexterity, +1 Dodge, +12 natural; +2 deflection vs. evil or law) hp 270 (20d6+200); fast healing 10 Fort +15, Ref +20, Will +17 Defensive Abilities blur, protection from good and law, DR 10/cold iron; Immune poison; Resist acid 30, cold 30, electricity 30 |
OFFENSE |
Speed 70 ft., Fly 90 ft. (good) Melee +3 cold iron keen longsword +20/+20/+15 (1d8+12/1720 plus bleed) Ranged +3 ironwood longbow +20/+20/+15 (1d8+3/×3 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 |
Strength 20, Dexterity 25, Constitution 28, Intelligence 19, Wisdom 20, Charisma 21 Base Atk +10; CMB +15; CMD 33 Feats Critical Focus, Disruptive, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Power Attack, 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 Languages Common, Elven, Sylvan; speak with animals, speak with plants SQ 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) |