Redcap, Elder (CR 7)
Alignment: Always chaotic evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: low-light vision, Listen +18, and Spot +18
Languages: Common and Sylvan
AC: 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16
Hit Dice: 12d6+72 (114 hp); DR: 10/cold iron
Fort +10, Ref +13, Will +9
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +12
Attack: Medium scythe +11 melee* or Medium sling +13 ranged
Full Attack: Medium scythe +11/+6 melee* or Medium sling +13 ranged
Damage: Medium scythe 2d4+13/x4*, medium sling 1d6+7 (*Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Eldritch stone, powerful build
Abilities: Str 22, Dex 21, Con 22, Int 11, Wis 12, Cha 13
Feats: Alertness; Cleave; Improved Initiative; Power Attack; Track
Skills: Hide +24, Intimidate +16, Listen +18, Move Silently +20, Spot +18, and Survival +16
Advancement: 13-20 HD (Small)
Climate/Terrain: Temperate hills
Organization: Solitary, gang, (1 plus 2 or 4 young redcaps), or band (2 plus 3, 5, 7, or 9 young redcaps)
Treasure/Possessions: 1/2 coins only (plus 1 redcap tooth)
Monster Manual III
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.
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 HD||Natural Armor||Damage Reduction||CR|