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Pathfinder

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Erlking

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

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.

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.

Attributes

AC
34, Touch 15, Flat-footed 29 (+7 Armor, +4 Dex, +1 Dodge, +12 Natural; +2 Deflection Vs. Evil Or Law)
Alignment
Cn
Base Atk
+10
CMB
+15
CMD
33
CR
CR 18
Cha
21
Con
28
Creature Type
Fey
DR
10/cold Iron
Defensive Abilities
Blur , Protection From Good And Law
Dex
25
Environment
Temperate Forests
Feats
Critical Focus, Disruptive, Greater Weapon Focus (Longsword), Greater Weapon Specialization (Longsword), Power Attack, Spellbreaker, Toughness, Vital Strike, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Fort
+15
HP
270 (20d6+200); Fast Healing 10
Immune
Poison
Init
Cn Medium Fey +7
Int
19
Languages
Common, Elven, Sylvan; Speak With Animals , Speak With Plants
Melee
+3 Cold Iron Keen Longsword +20/+20/+15 (1d8+12/17-20 Plus Bleed)
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)
Racial Modifiers
+16 Acrobatics When Jumping
Ranged
+3 Ironwood Longbow +20/+20/+15 (1d8+3/x3 Plus Bleed)
Ref
+20
Resist
Acid 30, Cold 30, Electricity 30
SQ
Warrior Fey
Senses
Low-light Vision; Perception +28
Size
Medium
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
Special Attacks
Bleed (1d6), Favored Enemy (All Humanoids +10), Ironwood Mastery
Speed
70 Ft., Fly 90 Ft. (Good)
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
Str
20
Treasure
Double ( Ironwood Chain Shirt, Ironwood Longbow, Ironwood Longsword, Other Treasure)
Will
+17
Wis
20
XP
153,600
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