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Redcap Level 5 Skirmisher

Small Fey Humanoid XP 200

Initiative +5 Senses: Low-light vision, Perception +1

HP 62; Bloodied 31 AC 19; Fortitude 19, Reflex 18, Will 18

Resist 5 Speed 6

Large Weapon (standard, at will) * Weapon

+10 vs. AC; 2d4+3 damage (scythe); 1d12 +3 damage (great axe); 1d10+3 damage (great sword/ halberd/

long spear); 2d6+3 damage (maul/ heavy flail)

Eldritch Sling (standard, at-will) Weapon

Range 10/20; +11 vs. AC; 1d8+2 damage; Bullets that redcaps sling glow with a greenish-blue magical

energy and are more powerful than normal adding a +1 to their attack, doing 1d8 damage, and cause

targets hit by 5 or more than necessary to grant combat advantage until the beginning of the redcap’s next

turn.

Tripping Attack (standard, encounter) Weapon, Reliable

+8 vs. Reflex; Weapon Damage+1d10 and the target is knocked prone

Booting (move, at-will)

Melee; +10 vs. AC; 1d8+3 damage; If the attack succeeds by 5 or more, the target is pushed 1 square

away in the direction of the redcap’s choosing and is knocked prone.

Powerful Build

The physical stature of the redcap lets it function as if it were a creature one size larger than it really is (if

being larger would be of benefit to it). They can wield large weapons as if they were medium size and

prefer to use two-handed weapons that do heavy damage. When using weapons that would give it reach,

the redcap does not gain any such benefit.

Combat Advantage

A redcap deals an extra 1d6 damage on melee and ranged attacks against any target it has combat

advantage against.

Bedeviling Charge (move; encounter) Weapon

Once per encounter (usually in the surprise round if possible), redcaps can use a move action to attack

with their slings and then shift up to their speed. If their move ends with the redcap adjacent to an

opponent and it can use a standard action for a melee attack, it can attack as if it had charged.

The Harder They Fall (immediate reaction; encounter)

If adjacent to two or more larger opponents and missed by one’s attack, the redcap can shift 2 squares

and redirect the attack at one of the other opponents. If the original roll was enough to score a hit, the

target takes half damage from the attack and is knocked prone.

Alignment: Any Languages: Common

Skills: Intimidate +8, Nature +9, Perception+9, Stealth +8


Str 14 (+4), Dex 13 (+3), Wis 14 (+4),

Con 14 (+4), Int 11 (+2), Cha 13 (+3)

Equipment: Large Weapon, 2d4 gold, redcap tooth, bloody cap


Redcap Elder Level 9 Soldier

Small Fey Humanoid XP 400

Initiative +7 Senses: Low-light vision, Perception +1

HP 102; Bloodied 51 AC 23; Fortitude 23, Reflex 22, Will 22

Resist 7 Speed 6

Battle-Cry (minor, encounter) Fear, Zone

Large Weapon (standard, at will) * Weapon

+16 vs. AC; 2d4+7 damage (scythe); 1d12 +7 damage (great axe); 1d10+7 damage (great sword/ halberd/

long spear); 2d6+7 damage (maul/ heavy flail)

Eldritch Sling (standard, at-will) Weapon

Range 10/20; +17 vs. AC; 1d8+2 damage; Bullets that elder redcaps sling glow with a greenish-blue

magical energy and are more powerful than normal adding a +1 to their attack, doing 1d8 damage, and

cause targets hit by 3 or more than necessary to grant combat advantage until the end of the elder

redcap’s next round.

Booting (minor, encounter; recharge 4, 5, 6)

Melee; +10 vs. AC; 1d8+3 damage; If the attack succeeds by 5 or more, the target is pushed 1 square

away in the direction of the redcap’s choosing and is knocked prone.

Tripping Attack (standard, encounter) Weapon, Reliable

+14 vs. Reflex; Weapon Damage+1d10 and the target is knocked prone

Powerful Build

The physical stature of the elder redcap lets it function as if it were a creature one size larger than it really

is (if being larger would be of benefit to it). They can wield large weapons as if they were medium size and

prefer to use two-handed weapons that do heavy damage. When using weapons that would give it reach,

the elder redcap does not gain any such benefit.

Combat Advantage

An elder redcap deals an extra 2d6 damage on melee and ranged attacks against any target it has combat

advantage against.

Bedeviling Charge (move; encounter; recharge 4, 5, 6 ) Weapon

Once per encounter (usually in the surprise round if possible), elder redcaps can use a move action to

attack with their slings and then shift up to their speed (or vice-versa). If their move ends with the elder

redcap adjacent to an opponent and it can use a standard action for a melee attack, it can attack as if it

had charged.

The Harder They Fall (immediate reaction; encounter; recharge when first bloodied)

If adjacent to two or more larger opponents and missed by one’s attack, the elder redcap can shift 3

squares and redirect the attack at one of the other opponents. If the original roll was enough to score a hit,
the target takes half damage from the attack and is knocked prone.

Bloodied Frenzy (immediate reaction; when first bloodied) Weapon

Close burst 3; +10 vs. AC; weapon damage +1d10; when first bloodied, the elder redcap makes a basic

melee or ranged attack against the opponent that scored the hit (at its normal +16 to hit) and it also attacks

all within a close burst of three (at this power’s +10 to hit) with a basic melee attack ending up adjacent to

the last opponent attacked as if it has shifted there.

Alignment: Any Languages: Common

Skills: Intimidate +10, Nature +10, Perception+10, Stealth +14

Str 22 (+10), Dex 21 (+9), Wis 12 (+5),

Con 22 (+10), Int 11 (+4), Cha 13 (+5)

Equipment:

Redcaps look like short, tough-looking old men with leathery skin. They wear iron
boots, leather clothes, and bright red berets that seem wet. Redcaps wield weapons that seem
too big for them, and yet, manipulate them with ease. The only thing that seems more wicked
than their weapons is their sharp-toothed smiles and deadly gleam in their eyes.
Redcaps are mass-murdering psychopaths that revel in killing innocents. They soak
their hats in the spilt blood of their victims and gain power. Through this grisly ritual, the redcaps
prolong their cruel lives and increase their own strength.
When a redcap dies, it vanishes completely from the world, leaving only a single,
jagged tooth behind. If a redcap tooth is worn on an electrum chain around the neck, the
necklace will grant non-fey a +4 bonus to any charisma-based check when dealing with
redcaps, and a +2 item bonus when dealing with fey. The tooth alone can also be turned into the
proper authorities to claim a bounty on the wicked beasties (if such a bounty is offered).
In combat, redcaps prefer ambush to straight-up assault. They normally trail a party
until their quarry beds down for the night and then attack as soon as the first watch begins. They
use their Bedeviling Charge ability to soften up opponents in the surprise round if possible, then
attempt to prone opponents with their Tripping Attack or Booting abilities. They will use the extra
damage they can incur from combat advantage to maximum benefit and if surrounded by larger
opponents, redcaps will use their The Harder They Fall ability to redirect opponents missed
attacks and hopefully prone other enemies when the opportunity appears.
In the event that half of the redcap party becomes

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