Birdlike wings covered with autumnal leaves instead of feathers extend from the back of this regal, elf-like humanoid.
Erlking CR 18
CN Medium fey
Init +7; Senses low-light vision; Perception +28
AC 34, touch 15, flat-footed 29 (+7 armor, +4 Dex, +1 dodge, +12 natural; +2 deflection vs. evil or law)
hp 270 (20d6+200); fast healing 10
Fort +15, Ref +20, Will +17
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)
At will—whispering wind
Str 20, Dex 25, Con 28, Int 19, Wis 20, Cha 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
SQ warrior fey
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)
Warrior Fey (Ex) An erlking counts as a 20th-level fighter for all abilities and effects requiring fighter levels.
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.