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Erlking

Large fey, neutral evil

Armor Class 24 (natural armor)
Hit Points 1,000 (87d10 + 522)
Speed 60 ft.

STR DEX CON INT WIS CHA
28 (+9) 21 (+5) 23 (+6) 19 (+4) 26 (+8) 23 (+6)

Saving Throws Dex +14, Con +15, Int +13, Cha +15
Skills Athletics +18, Nature +13, Perception +17, Stealth +23, Survival +17
Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Senses truesight 120 ft., passive Perception 27
Languages Sylvan
Challenge 30 (155,000 XP)

SPECIAL TRAITS

  • Crown of the Wild. When a creature within 60 feet of the erlking starts its turn and can see the erlking and the erlking isn’t incapacitated and can see the creature, the erlking can force it to attempt a DC 25 Charisma saving throw, becoming cursed on a failure. While so cursed, whenever the target makes an attack roll, saving throw, or ability check and rolls a 16 or higher, it instead rolls a 15. Each additional time a cursed creature fails this saving throw, the curse grows in power. On a second failure, when the creature would roll an 11 or higher in this manner, it instead rolls a 10. On a third failure, when the creature would roll a 6 or higher in this manner, it instead rolls a 5. On a fourth failure, when a creature would roll a 2 or higher in this manner, it instead rolls a 1. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the erlking and is frightened until the start of its next turn. While frightened in this manner, a creature must spend all of its movement on each of its turns to move away from the erlking by the safest possible route. If the creature looks at the erlking in the meantime, it must immediately attempt the Charisma saving throw.
  • Mythic Resistance. When the erlking fails a saving throw, it can expend one of its unspent legendary actions to succeed instead.
  • Sneak Attack (1/Turn). The erlking deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the erlking isn’t incapacitated and the erlking doesn’t have disadvantage on the attack roll.
  • Soul-scarring. The erlking’s weapons leave no visible injury, instead injuring the soul of its target. When an erlking deals damage to a creature which possesses a soul with a weapon attack, the target’s hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until removed by a wish spell or until 12 hours have passed. A creature whose hit point maximum is reduced to 0 by this effect dies instantly, and if the erlking is within 120 feet of the target when the creature dies, it may use its reaction to transfer the target’s soul to its spiritskin.

ACTIONS

  • Multiattack. The erlking makes three attacks. The erlking may forgo making one of these attacks to instead use the Hide or Misty Step action.
  • Hunting Knife. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) slashing damage.
  • Truesilver Spear. Melee or Ranged Weapon Attack: +18 to hit, reach 15 ft. or range 60/12,000 ft., one target. Hit: 22 (2d12 + 9) piercing damage plus 36 (8d8) cold damage. If the target is a creature, it must succeed on a DC 25 Constitution saving throw or be stunned until the start of its next turn.
  • Hunting Horn (Recharge 5–6). The erlking sounds a massive hunting horn which can be heard by creatures up to 10 miles away. Friendly fey creatures that can hear the horn are emboldened for 1 hour. When a fey creature so emboldened makes an attack roll, saving throw, or ability check and rolls a 10 or lower, it instead rolls an 11. Enemy creatures of the erlking’s choice that can hear the horn must succeed on a DC 25 Wisdom saving throw or be disheartened for 1 hour. A creature so disheartened is vulnerable to damage dealt by fey. At the end of each minute an affected creature can repeat the saving throw, ending the effect on a success.
  • Misty Step. The erlking magically teleports to an unoccupied space it can see within 30 feet.
  • Naturalize. The erlking touches a spell or magical effect within reach, ending it immediately.

LEGENDARY ACTIONS

The erlking can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The erlking regains spent legendary actions at the start of each of its turns.

  • Hide. The erlking uses the Hide action.
  • Return. The erlking’s Truesilver Spear magically appears in its hand.
  • Strike. The erlking makes a weapon attack.
  • Find the Center (Costs 2 Actions). The erlking studies a creature it can see within 120 feet of it. The first hit the erlking scores against the target with a weapon attack before the end of its next turn is instead a critical hit.
  • Naturalize (Costs 2 Actions). The erlking uses its Naturalize action.

REGIONAL EFFECTS

When an erlking appears on a plane other than the fey realm, it can choose to enchant the area around which it appears with powerful magic, proclaiming a wild hunt to be in session. A wild hunt lasts for 12 hours and creates the following effects within 10 miles of where the erlking appears:

  • Creatures cannot magically teleport or travel between the planes in the affected area.
  • A dense fog saturates the area. The senses of all creatures other than fey are reduced to 60 feet and are blinded beyond that radius.
  • Creatures with truesight can instead see 120 feet.
  • Creatures of the erlking’s choice in the affected area are declared to be the prey of the wild hunt. If the prey is able to survive the hunt for 24 hours, it can never again be affected in a harmful manner by the erlking. If the erlking is slain, these effects end immediately.

ABOUT

Erlkings are extremely rare and are most commonly observed while on their wild hunts. It takes an extraordinary creature to bring forth these powerful fey, one that is mighty, cunning, and exceptional among its species. In the fey realm, erlkings dwell in secluded hunting lodges, their many allies and servants bringing rumors of worthy prey to investigate.

These homes are magically concealed and nigh impossible to find unless the erlking wants to be found. These fey only show their malevolent side while hunting. To both their allies and innocents, erlkings are respectful and refined, suffering no disrespect or insult without challenge. Erlkings view others of their kind as worthy rivals, with each competing for centennial title of First Hunter. How erlkings come to be is a mystery, though it is believed all of them are related by blood, descended from either divine stock or an ancient, long-forgotten line of fey.

LORE

A character can learn the following information about an erlking with an Intelligence (Nature) ability check.

Erlking Lore DC Information
19 Erlkings only bother to hunt the most dangerous prey. Their truesilver spears spare the flesh and scar the soul, leaving behind perfect corpses and no hope of resurrection. What’s worse, erlkings are rarely alone, mustering a full wild hunt lasting a dreaded 12 hours.
24 Once you have been trapped within the misty confines of a wild hunt, your only hope is survival. Attacking an erlking is near suicide; daring to even look at the fey could find you cursed into impotent ruin. Just survive until dawn and you are free to go.
30 Witnesses to an erlking’s might speak of its extraordinary hunting skills. As stealthy as a shadow, cunning as a dragon, and mighty as a giant, an erlking has no weakness or vulnerability to exploit. They can even dissolve magic with a touch, ensuring no prey is beyond their reach.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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