Erkling
Small Fey
Hit Dice: 2d6 (7 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 14 (+1 size, +1 natural, +2 Dex), touch 13, flatfooted 12
Base Attack/Grapple: +1/-3
Attack: Dart +4 ranged (1d3)
Full Attack: Dart +4 ranged (1d3), or 2 Claws +4 melee (1d4/19-20) and Bite -1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend, Captivating Cackle
Special Qualities: Darkvision 60 ft., Spell Resistance 8
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 13, Cha 10
Skills: Climb +13, Hide +7, Move Silently +7, Survival +6
Feats: Weapon Finesse(B), Improved Critical (Claw)
Environment: Temperate Marshes (Germany)
Organization: Solitary, or Hunting Group (3-7)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 3-4 HD (Small)
Level Adjustment: +1
A small, deformed creature with exceedingly long limbs climbs down from the trees in front of you. Under its elongated nose is a mouth filled with rows of sharp, needle-like teeth.
Erklings are small, elvish creatures that inhabit the bogs of the Black Forest. They particularly like to eat the flesh of small children, who they lure into the forest’s bogs using their supernaturally entrancing voices. Erklings have deadly claws and a nasty bite, though they often prefer to fire darts at enemies. Unlike most magical creatures, Erklings are capable of language, and often speak German (though they may also learn English or French). Despite their intelligence, they are classified as beasts for their cannibalistic and murderous behavior.
Combat
Erklings prefer ambushes against weaker foes, like children. When faced in a fair fight, most Erklings tend to flee.
Captivating Cackle (Su): When an Erkling cackles, all creatures (other than Erklings) within a 200-foot spread must succeed on a DC 11 Will save or become captivated. This is a sonic mind affecting charm effect. A creature that successfully saves cannot be affected again by the same Erkling’s cackle for 24 hours. The save DC is Charisma-based. A captivated victim walks toward the Erkling, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the Erkling stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the Erkling cackles and for 1 round thereafter.
Rend (Ex): When an Erkling hits a foe with both claw attacks, it tears the enemy’s flesh, dealing an extra 2d4 damage.
Skills: Erklings get a +4 bonus on all Move Silently and Hide checks.