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Weakened Erlking ~ CR 9

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

Weakened Erlkings are a variation of Erlkings

Environment: Temperate forests

Organization: 1


Proficiency Score: +10

Medium; Integrity/Independent; fey, humanoid


Armor Class: 23 (+3 Dex, +10 Proficiency)

Hit Points: 150 (15d6+60)

Speed: 35 feet, Fly 45 feet

Initiative: +3 (advantage)


STRDEXCONINTWISCHA
16 (+3)16 (+3)18 (+4)15 (+2)14 (+2)15 (+2)

Saves: 

  • Fortitude +14
  • Reflex +13
  • Will +12

Skills: 

  • Acrobatics +13
  • Arcana +12
  • Athletics +13
  • Deception +12
  • Diplomacy +12
  • Insight +12
  • Intimidate +12
  • Medicine +12
  • Nature +12
  • Perception +12
  • Perform (any) +12
  • Society +12
  • Stealth +13
  • Survival +12

+1d6 against creatures with the humanoid tag (see Favored Enemy)

Resistances:

  • 5 against any damage except those with the cold iron tag
  • 10 against effects with the acid, cold, or electricity tags
  • 10 against poisons

Senses: Passive Perception 22, low light vision 60 feet

Languages: Common, Elven, Sylvan, constant Speak with Animals, constant Speak with Plants


Fast Healing (2). A Weakened Erlking gains 2 hit points at the beginning of its turns.

Favored Enemy (humanoid). A Weakened Erlking gains the following benefits against creatures with the humanoid tag:

  • +1d6 on Deception, Insight, Lore, Nature, Perception, and Survival
  • +1d4 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 one more damage dice as they are stronger, sharper, and more lethal along with 1d4 Persistent Damage. When it dies, a Weakened Erlking’s weapons crumble into dust in 1d6 rounds.

Quick Reflexes (4). Gain 3 extra reactions.

Spells.

Spell Attack +12; Spell DC 22

At Will:

5 per 24 hours:

1 per 24 hours:

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 6, 30-foot aura). As a Double Action, a Weakened Erlking can cry. All allies of the Erlking within the aura gain advantage on attack rolls, saves, and skill checks for the next two rounds. Enemies of the Weakened Erlking within the aura must make a DC 22 Will save or take gain Weakness to damage dealt by a creature with the fey tag for the two rounds. This has the auditory and supernatural tags.

Longbow (1+ hands). Ranged Strike +13/+8/+3 (deadly d8, range 300 feet) with 5d8 piercing damage plus 1d4 Persistent Damage.

Longsword (2 hands). Melee Strike +13/+8/+3 (versatile piercing) with 5d8+5 slashing damage plus 1d4 Persistent Damage.


Equipment