Redcap, Young (CR 2)
Small Fey
Alignment: Always chaotic evil
Initiative: +5; Senses: low-light vision, Listen +8, and Spot +8
Languages: Common and Sylvan
AC: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Hit Dice: 4d6+8 (22 hp); DR: 5/cold iron
Fort +3, Ref +5, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Medium scythe +3 melee* or Medium sling +5 ranged
Full Attack: Medium scythe +3 melee* or Medium sling +5 ranged
Damage: Medium scythe 2d4+7/x4*, medium sling 1d6+3* (*Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Eldritch stone, powerful build
Abilities: Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 13
Special Qualities:
Feats: Improved Initiative; Power Attack
Skills: Hide +12, Intimidate +8, Listen +8, Move Silently +8, Spot +8, and Survival +8
Advancement: 5-20 HD (Small)
Climate/Terrain: Temperate hills
Organization: Solitary, gang (3 or 5), or band (7, 9, or 11)
Treasure/Possessions: 1/2 coins only (plus 1 redcap tooth)
Source:
Monster Manual III
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).
Eldritch Stone (Su): Bullets fired from a redcap's sling glow with a greenish-blue magical energy, giving them a +1 enhancement bonus on attack rolls and damage rolls as well as dealing 1d6 points of damage (instead of the 1d4 points an ordinary bullet deals).
Powerful Build (Ex): The physical stature of a redcap lets it function in many ways as if he were one size category larger. Whenever a redcap is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the redcap is treated as one size larger if doing so is advantageous to it. A redcap is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect it. A redcap can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this characteristic stack with the effects of powers, abilities, and spells that change the subject's size category.
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 HD | Natural Armor | Damage Reduction | CR |
5-6 | +2 | 5/cold iron | 3 |
7-8 | +3 | 5/cold iron | 4 |
9-10 | +4 | 10/cold iron | 6 |
11-12 | +5 | 10/cold iron | 7 |
13-14 | +6 | 10/cold iron | 8 |
15-16 | +7 | 15/cold iron | 10 |
17-18 | +8 | 15/cold iron | 11 |
19-20 | +9 | 15/cold iron | 12 |