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### 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. \pagebreak ### 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 > > - \columnbreak > > ### 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). \pagebreak ___ ___ > ## 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. > > > - \columnbreak > > > ### 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). \pagebreak ### 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 > > - \columnbreak > > ### 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).