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Redcap

Redcap

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Published by Countpoopula

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Published by: Countpoopula on Jul 06, 2009
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RedcapLevel 5 Skirmishe
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 magicalenergy and are more powerful than normal adding a +1 to their attack, doing 1d8 damage, and causetargets hit by 5 or more than necessary to grant combat advantage until the beginning of the redcap’s nextturn.
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 squareaway 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 andprefer 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 combatadvantage against.
Bedeviling Charge
(move; encounter)
Weapon
Once per encounter (usually in the surprise round if possible), redcaps can use a move action to attackwith their slings and then shift up to their speed. If their move ends with the redcap adjacent to anopponent 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 squaresand redirect the attack at one of the other opponents. If the original roll was enough to score a hit, thetarget 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 ElderLevel 9 Soldie
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, ZoneuLarge 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-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.
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 squareaway 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 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.
Combat Advantage
An elder redcap deals an extra 2d6 damage on melee and ranged attacks against any target it has combatadvantage 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 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,

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