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Erlking

Bild: Moritz von Schwind - König Krokus und die Waldnymphe Erlking
Bild: Moritz von Schwind – König Krokus und die Waldnymphe

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
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Armor Class 20 (leaf armor)
Hit Points 253 (22d8 + 154)
Speed 40 ft.
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STR 18 (+4) DEX 26 (+8) CON 25 (+7) INT 19 (+4) WIS 20 (+5) CHA 21 (+5)
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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)
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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
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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+12/17–20 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)
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