Pathfinder Reference Document
Pathfinder Reference Document


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

Erlking CR 18

XP 153,600

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

Defensive Abilities blur, protection from good and law, DR 10/cold iron; Immune poison; Resist acid 30, cold 30, electricity 30


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


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

Languages Common, Elven, Sylvan; speak with animals, speak with plants

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)

Treasure double (ironwood chain shirt, ironwood longbow, ironwood longsword, other treasure)

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.

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.