Redcap, Elder
Small Fey — CR 7
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
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