Redcap

Family: Redcap

Medium fey, any evil

Armor Class 12 (leather armor)
Hit Points 36 (8d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 13 (+1) 15 (+2) 11 (+0)

Skills Stealth +3
Saving Throws Dex +3, Wis +4, Cha +2
Senses darkvision 60 ft., passive Perception 12
Languages Sylvan
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The red cap can cast the following spells, requiring no material components.
  • Regeneration. As long as the red cap is wearing its cap and its cap is wet with blood, it regenerates 5 hit points at the beginning of its turn as long as it is alive.

ACTIONS

  • Multiattack. The red cap attacks once with either its claws or its poleaxe, and once with its bite.
  • Claws. +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.
  • Pole Axe. +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) slashing damage.
  • Bite. +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

ABOUT

Red caps are rare creatures related to goblins. They stand about 4 feet at the shoulder, are tall and straight. They ape the mannerisms and clothing of other humanoid races and prefer to carry a poleaxe in all their wanderings. Their faces are wide and round, mouths filled with sharp fangs and heads sparsely covered in shaggy hair. Their most distinguishing feature, however, is their red skullcaps. These caps embody their soul which they dye in the blood of their victims to keep the soul fresh and alive.

Sadistic. Redcaps are very evil and haunt the back roads and lonely paths made by men. They hunt solitary travelers or those unwary on the road. When they spot a likely victim, they attack. They stalk their prey, often following them to a well-known location where they are able to take advantage of the land or a pre-set trap. They attack from behind, striking their foes with their magical pole-axes. There is no rhyme or reason behind the attack, only the desire to cause pain and suffering. They have no feelings of mercy or remorse. They rob their victims and amass the treasure for no purpose other than to have it on hand. They must, however, dip their caps in the blood of a victim at least once a month or they fade away.

Leaders of Goblins. On rare occasions, the red cap gather bands of goblins under their command, and these they use for their own purpose, having no loyalty to their distant kin. They sometimes serve other evil creatures.

Magic Cap. The red cap itself is a magical item that player characters can claim if they wish. The cap will give the player character the same regenerative benefits as this goblin-like creature enjoys, as long as the cap is kept supplied with fresh blood. However, beware, as those who do evil to claim its benefits will themselves become twisted by their own acts. Over time, continued use of the red cap will twist the character into a dark and evil form, until the character is no more and only a red cap remains.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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