Special Start. Ruprecht begins combat with two Redcaps under his control within 15 feet of him. They each have 20 HP.
Banishment Resistance. Ruprecht can not be permanently banished with a spell.
Special Movement. Ruprecht can use half his movement speed to touch a tree, teleporting behind another tree within 30 feet and provoking attacks of opportunity. He can make a Stealth check (no action required), treating the result as the DC for (passive/active) Perception checks to spot him. When taking a different action, he is no longer hidden. When doing so a second time in a turn, he must use all of his remaining movement speed. When moving in this way a second time on a turn, he must spend all of his remaining movement speed to do so.
Multiattack. Ruprecht makes three attacks with his Rod or kicks a single present.
Rod. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.
Present. Ruprecht pulls out a random present, kicks it at a creature within 30 feet (no attack roll) and thus triggers its spell, targeting the creature or centering its area on it (ignore the spell's targeting restrictions). All spells are cast at their lowest level. Vile Knecht Ruprecht's spellcasting ability is Charisma, with a spell save DC of 16 and +8 to attack. Roll a d10 to determine which spell is cast:
- Dominate Person (cannot force the creature to attack itself)
- Guiding Bolt (+8 to hit, (4d6) damage)
- Dispel Magic
- Hold Monster
- Ice Storm
- Blindness/Deafness
- Bestow Curse
- Cure Wounds (8 (1d8 + 4) healing)
- Blink
- Stoneskin (1 hour duration, no concentration needed)
Legendary Actions. Ruprecht has two Legendary Actions. He can use them for the following:
Present (1 action). Ruprecht uses his "Present" action.
Summon Knecht (1 action). Ruprecht summons a Redcap to an unoccupied space within 30 feet. It has 20 HP.







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