Redcap, Young
Small Fey — CR 2
Redcap, Young is a D&D 3.5 monster from —. CR 2, HD 4d6+8 (22 hp).
- Hit Dice
- 4d6+8 (22 hp)
- Initiative
- +5
- Speed
- land 30 ft, 30 ft.
- Base Attack / Grapple
- +2/+4
- Attack
- Medium scythe +3 melee* or Medium sling +5 ranged
- Full Attack
- Medium scythe +3 melee* or Medium sling +5 ranged
- STR
- 14
- DEX
- 13
- CON
- 14
- INT
- 11
- WIS
- 12
- CHA
- 13
- Fort / Ref / Will
- +3 / +5 / +5
- Challenge Rating
- 2
- Alignment
- Always chaotic evil
- Organization
- Solitary, gang (3 or 5), or band (7, 9, or 11)
- Treasure
- 1/2 coins only (plus 1 redcap tooth)
- Level Adjustment
- +4
Special Abilities
Eldritch StonePowerful Build
Feats
Description
Redcaps prefer to attack from ambush, usually waiting until their intended victims are preparing to settle in for the evening. Brutal combatants, redcaps attack without mercy, opening up combat with their slings and magic stones but quickly closing to finish opponents with their wicked scythes.
A redcap normally attacks using its Power Attack feat, taking a -2 penalty on its attack rolls and gaining a +2 bonus on damage rolls (+4 if using a scythe).
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