Redcaps
Redcaps are malevolent fey creatures, easily recognizable by their short stature, old, gnarled appearance, and the distinctive crimson caps they wear. These caps are not just for fashion; they derive their rich hue from being soaked in the blood of their victims, which grants these creatures their terrifying power. Once materialized, they seek out more bloodshed to sustain their existence.
These wicked fae are equipped with iron boots, which clank ominously as they move, and are armed with sharp, heavy pikes that they wield with uncanny dexterity. Possessing incredible speed despite their tiny legs, Redcaps can close the distance between themselves and their prey in an astonishingly short amount of time. They're relentless in their pursuit, and once they've set their sights on a target, escape is rarely an option. Furthermore, legend has it that if the Redcap's hat dries out from lack of blood, the creature dies, making them ever-desperate and insatiably bloodthirsty.
Tier 2
Redcap
Small, Fey
Tier 2, Challenge Point 3, XP: 6
Special Loot: Red Cap (Rare Helmet),
Metal Spiked Boots (Rare Boots)Attributes
AC 16 AP 0 HP 10 Posture 12
- Passive Insight/ Perception 15
- Language Sylvan
Movement
Base 35 Climb/ Swim 5 Dash 10 Stats + Skills
STR -2 DEX +6 INT -2 WIS +5 CHA -3
LU +0: Luck Points: 0; Critical Fail: 1
Ability
Blood Frenzy: Once per round, you can make 1 Attack with your Spiked Boots against a target that is Bleeding as a Free Action.
Fast: You are always on fast terrain
Fey Heritage You have advantage on Insight Checks and Saves.
Actions (1)
- Falchion Hit +6, Dmg 1d12 slash or thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Bonus Action
Spiked Boots Hit +6, Dmg 1d4 thrust
Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Redcap Leader
Small, Fey
Tier 2, Challenge Point 12, XP: 24
Special Loot: Red Cap (Rare Helmet),
Metal Spiked Boots (Rare Boots)Attributes
AC 17 AP 1 HP 46 Posture 31
- Passive Insight/ Perception 15
- Language Sylvan
Movement
Base 35 Climb/ Swim 5 Dash 10 Stats + Skills
STR -2 DEX +7 INT -2 WIS +5 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
Call Minions At the start of combat, you can make 1d4 Redcaps appears on the battlefield.
Ability
Blood Frenzy: Once per round, you can make 1 Attack with your Spiked Boots against a target that is Bleeding as a Free Action.
Command Once per round, you can use a Free Action to make a Redcap within 30 feet to take an Action on your turn.
Fast: You are always on fast terrain
Fey Heritage You have advantage on Insight Checks and Saves.
Actions (2)
- Falchion Hit +7, Dmg 1d12 slash or thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Bonus Action
- Spiked Boots Hit +7, Dmg 1d4 thrust
- Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Tier 3
Redcap Cult Leader
Small, Fey
Tier 3, Challenge Point 20, XP: 60
Special Loot: Red Cap (Rare Helmet),
Metal Spiked Boots (Rare Boots)Attributes
AC 18 AP 1 HP 38 Posture 28 Mana 10
- Passive Insight/ Perception 18
- Language Sylvan
Movement
Base 35 Climb/ Swim 5 Dash 10 Stats + Skills
STR -2 DEX +8 INT -2 WIS +8 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
Boss Presence At the start of each round, you can make 1 Redcap appear on the battlefield.
Call Minions At the start of combat, you can make 1d4 Redcaps appears on the battlefield.
Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
Ability
Blood Frenzy: Once per round, you can make 1 Attack with your Spiked Boots against a target that is Bleeding as a Free Action.
Command Once per round, you can use a Free Action to make a Redcap within 30 feet to take an Action on your turn.
Fast: You are always on fast terrain
Fey Heritage You have advantage on Insight Checks and Saves.
Reincarnation If you would die, you can transfer your soul to 1 other Redcap within 120 feet of you. That Redcap immediately transforms into a Redcap Cult Leader with full HP, Posture and Mana recovered
Spell Skill Spell Hit: +8, Spell DC (16)
Actions (3)
- Falchion Hit +8, Dmg 1d12 slash or thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
- Cast Spell You can cast the following spells:
- At Will: Blood Slash
- Level 1 (1 Mana): Blood Skull
- Level 2 (2 Mana): Blood Drain
Bonus Action
Spiked Boots Hit +8, Dmg 1d4 thrust
Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).