Birdlike wings covered with autumnal leaves instead of feathers extend from the back of this regal, elf-like humanoid.
There exist 1 variant: Weakened Erlking
Environment: Temperate forests
Organization: 1
Proficiency Score: +25
Medium; Integrity/Independent; fey, humanoid
Armor Class: 46 (+5 Dex, +5 Natural, +1 Dodge, +25 Proficiency)
Hit Points: 450 (30d6+270)
Speed: 70 feet, Fly 90 feet
Initiative: +5 (advantage)
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 20 (+5) | 28 (+9) | 19 (+4) | 18 (+4) | 19 (+4) |
Saves:
- Fortitude +34
- Reflex +30
- Will +29
Skills:
- Acrobatics +30
- Arcana +29
- Athletics +30
- Deception +29
- Diplomacy +29
- Insight +29
- Intimidate +29
- Medicine +29
- Nature +29
- Perception +29
- Perform (any) +29
- Society +29
- Stealth +30
- Survival +29
+4d6 against creatures with the humanoid tag (see Favored Enemy)
Immunities:
- Poisons
Resistances:
- 10 against any damage except those with the cold iron tag
- 30 against effects with the acid, cold, or electricity tags
Senses: Passive Perception 39, low light vision 60 feet, constant Blur, constant True Seeing
Languages: Common, Elven, Sylvan, constant Speak with Animals, constant Speak with Plants
Fast Healing (10). An Erlking gains 10 hit points at the beginning of its turns.
Favored Enemy (humanoid). An Erlking gains the following benefits against creatures with the humanoid tag:
- +4d6 on Deception, Insight, Lore, Nature, Perception, and Survival
- +4d4 on attacks and damage rolls
Implements of the Hunt. The weapons used by an Erlking becomes living plants and stones and gain abilities. The weapons gain five more damage dice as they are stronger, sharper, and more lethal along with 2d4 Persistent Damage. When it dies, an Erlking’s weapons crumble into dust in 1d6 rounds.
Legendary Actions (3). An Erlking can use three extra actions per round. These actions can be spent at any point in the round directly after a creature’s turn ends and before another begins.
Quick Reflexes (6). Gain 5 extra reactions.
Sneak Attack. The following is on any attack that has advantage or against any enemy the Erlking is flanking with an ally.
- Add 5d8 damage
- Opponents cannot take reactions
Spells.
Spell Attack +29; Spell DC 39
At Will:
5 per 24 hours:
- Animate Plants
- Control Plants
- Black Tentacles
- Heal with a Level 7 Spell Slot
- Iron Wood
- Move Earth
- Summon Nature’s Ally with a Level 7 Spell Slot
- Tree Stride
1 per 24 hours:
- Finger of Death
- Summon Nature’s Ally with a Level 9 Spell Slot
Actions
Accurate Stance. As a Single Action, an Erlking can enter accurate stance. Each round it spends an action to maintain the stance, it gains advantage on all attacks.
Cry (Recharge 5 or 6, 1 mile aura). As a Double Action, an Erlking can cry. All allies of the Erlking within the aura gain advantage on attack rolls, saves, and skill checks for the next minute. Enemies of the Erlking within the aura must make a DC 39 Will save or take gain Weakness to damage dealt by a creature with the fey tag for the next minute. This has the auditory and supernatural tags.
Longbow (1+ hands). Ranged Strike +30/+25/+20 (deadly d8, range 300 feet) with 11d8 piercing damage plus 2d4 Persistent Damage.
Longsword (2 hands). Melee Strike +30/+25/+20 (critical on a 19 or 20, versatile piercing) with 11d8+5 slashing damage plus 2d4 Persistent Damage.
Equipment
- Longbow with +5 Weapon Potency Rune
- Longsword with +5 Weapon Potency Rune and the Keen Rune, made with cold iron
- Incidental