Redcap ElderLevel 9 Soldier
Small Fey Humanoid XP 400
Fear, ZoneuLarge Weapon
(standard, at will) *
+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)
Range 10/20; +17 vs. AC; 1d8+2 damage; Bullets that elder redcaps sling glow with a greenish-bluemagical energy and are more powerful than normal adding a +1 to their attack, doing 1d8 damage, andcause targets hit by 3 or more than necessary to grant combat advantage until the end of the elder redcap’s next round.
(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 squareaway in the direction of the redcap’s choosing and is knocked prone.
+14 vs. Reflex; Weapon Damage+1d10 and the target is knocked prone
The physical stature of the elder redcap lets it function as if it were a creature one size larger than it reallyis (if being larger would be of benefit to it). They can wield large weapons as if they were medium size andprefer 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.
An elder redcap deals an extra 2d6 damage on melee and ranged attacks against any target it has combatadvantage against.
(move; encounter; recharge 4, 5, 6 )
Once per encounter (usually in the surprise round if possible), elder redcaps can use a move action toattack 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 ithad 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 3squares and redirect the attack at one of the other opponents. If the original roll was enough to score a hit,