Redcap, Elder

Small Fey — CR 7

()Updated 3.5

Redcap, Elder is a D&D 3.5 monster from —. CR 7, HD 12d6+72 (114 hp).

Hit Dice
12d6+72 (114 hp)
Initiative
+9
Speed
land 30 ft, 30 ft.
Base Attack / Grapple
+6/+12
Attack
Medium scythe +11 melee* or Medium sling +13 ranged
Full Attack
Medium scythe +11/+6 melee* or Medium sling +13 ranged
STR
22
DEX
21
CON
22
INT
11
WIS
12
CHA
13
Fort / Ref / Will
+10 / +13 / +9
Challenge Rating
7
Alignment
Always chaotic evil
Organization
Solitary, gang, (1 plus 2 or 4 young redcaps), or band (2 plus 3, 5, 7, or 9 young redcaps)
Treasure
1/2 coins only (plus 1 redcap tooth)
Level Adjustment
+4

Feats

An elder redcap fights in a similar manner to the younger version (Redcap, Young), relying on ambush whenever possible. It is capable of tracking weak or wounded prey for miles, waiting until the intended victims let down their guard. Advancement After a redcap has slain a victim, it dips its cap into the victim's blood, thereby gradually gaining strength and power. This ability is reflected in special rules for advancement that apply only to redcaps. For each additional Hit Die a redcap has, it gains +1 Strength, +1 Dexterity, and +1 Constitution as well as the normal benefits for advancing in Hit Dice. For every 2 additional Hit Dice, an advanced redcap gains +1 natural armor. The redcap's damage reduction also improves as its Hit Dice increase, as indicated on the table below. Redcap's Total HDNatural ArmorDamage ReductionCR5-6+25/cold iron37-8+35/cold iron49-10+410/cold iron611-12+510/cold iron713-14+610/cold iron815-16+715/cold iron1017-18+815/cold iron1119-20+915/cold iron12

Description

An elder redcap fights in a similar manner to the younger version (Redcap, Young), relying on ambush whenever possible. It is capable of tracking weak or wounded prey for miles, waiting until the intended victims let down their guard. Advancement After a redcap has slain a victim, it dips its cap into the victim's blood, thereby gradually gaining strength and power. This ability is reflected in special rules for advancement that apply only to redcaps. For each additional Hit Die a redcap has, it gains +1 Strength, +1 Dexterity, and +1 Constitution as well as the normal benefits for advancing in Hit Dice. For every 2 additional Hit Dice, an advanced redcap gains +1 natural armor. The redcap's damage reduction also improves as its Hit Dice increase, as indicated on the table below. Redcap's Total HDNatural ArmorDamage ReductionCR5-6+25/cold iron37-8+35/cold iron49-10+410/cold iron611-12+510/cold iron713-14+610/cold iron815-16+715/cold iron1017-18+815/cold iron1119-20+915/cold iron12