Erlking
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.
- HP
- 270 (20d6+200); fast healing 10
- AC
- 34, touch 15, flat-footed 29 (+7 armor, +4 Dex, +1 dodge, +12 natural; +2 deflection vs. evil or law)
- Speed
- 70 ft., fly 90 ft. (good)
- Init
- +7
- 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)
- BAB
- +10
- CMB
- +15
- CMD
- 33
- Fort
- +15
- Ref
- +20
- Will
- +17
- DR
- 10/cold iron
- Defensive Abilities
- blur, protection from good and law
- Racial Modifiers
- +16 Acrobatics when jumping
bleed (1d6)
favored enemy (all humanoids +10)
Ironwood Mastery — 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 — An erlking counts as a 20th-level fighter for all abilities and effects requiring fighter levels.
Critical Focus, Disruptive, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Power Attack, Spellbreaker, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
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
- Type
- Fey
- Alignment
- CN
- Size
- Medium
- 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)
- Senses
- low-light vision; Perception +28
- Languages
- Common, Elven, Sylvan; speak with animals, speak with plants
- Source
- Bestiary 4
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