Redcap

Small fey (bond), chaotic evil

Armor Class 14 (natural armor)
Hit Points 27 (6d6 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 6 (-2)

Skills Athletics +6, Perception +3, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 10
Languages Common, Sylvan
Proficiency Bonus +3
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Blood Frenzy. The redcap has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Bond. The redcap can enter into a contract to bond to another humanoid, forming a telepathic bond. While the two are bonded, the humanoid can sense what the redcap senses as long as they are within 1 mile of each other. While the redcap is within 10 feet of the humanoid, the humanoid shares the redcap’s damage resistances. If its master violates the terms of the contract, the redcap can end its service, ending the telepathic bond.
  • Cap Dependent. The redcap wears a cap the color of blood, which holds the creature’s spirit. The cap has an AC and hit points equal to that of the redcap, but the garment can’t be directly harmed while the redcap wears it. The redcap must dip its cap in fresh blood at least once a day or it suffers a level of exhaustion. If the cap is destroyed, the redcap becomes poisoned and dies within 1 hour. A redcap is willing to do anything in its power to recover the cap if it is stolen, including serving the thief.
  • Fey Ancestry. The redcap has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Iron Boots. The redcap has disadvantage on Dexterity (Stealth) checks.
  • Powerful Build. The redcap counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
  • Radiant Banishment. When the redcap starts its turn in an area that inflicts radiant damage that is at least 5 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to the Otherworld.
  • Susceptible to Holy Symbols. While the redcap is wearing or touching a holy symbol, it automatically fails saving throws against effects that turn Fey.

ACTIONS

  • Multiattack. The redcap makes two Pikestaff attacks or Claw attacks and two Stomping Boot attacks. After one of the attacks, the redcap can move up to its speed without provoking opportunity attacks.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
  • Pikestaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, the redcap can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 15 Strength saving throw or fall prone.
  • Stomping Boot. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 20 (3d10 + 4) to a prone target.
  • Rock. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Blood Dip. The redcap dips its cap in the blood of one enemy within reach that died within the past minute. The corpse is drained of blood and the redcap regains 10 (3d6) hit points.
  • Frightful Presence. Each creature of the redcap‘s choice that is within 60 feet of him and can see or hear him must succeed on a DC 1 Wisdom saving throw or become frightened of him for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the redcap‘s Frightful Presence for the next 24 hours.
  • Stomp of Doom (1/Day). The redcap‘s boots make strange sounds which resemble the sound of beating flax. Each creature within 30 feet of the redcap that can hear it must make a DC 11 Wisdom saving throw or become overcome with despair manifesting as unshakable dread. Until the despair ends, the creature has disadvantage on all saving throws and gains the following flaw: “I’m convinced that I’m going to die.” The creature can attempt to end its despair each time it finishes a long rest, doing so with a successful DC 16 Wisdom saving throw. A calm emotions spell also ends the despair, as does any spell or other magical effect that removes a curse.

ABOUT

Redcaps resemble short, heavily built old men. They have fiery red eyes, prominent teeth, and long, thin fingers that end in hooked claws. They wear large red caps and heavy iron boots, carrying equally iron-crafted pikes or scythes, which they use to hunt and kill their victims.

Redcaps are malevolent fey creatures that lurk within the ruins of ancient castles and abandoned fortresses, particularly those that have seen bloodshed and violent history.

Redcaps dwell within the shadowed corners of ruined castles, peel towers, and fortresses that bear the scars of past conflicts and brutal deeds. Their preference for such locations stems from their malevolent nature and their attraction to places soaked in bloodshed and violence. They are ambush predators, using their knowledge of the ruins to their advantage. They often wait until nightfall or until travelers seek refuge within their lairs before striking. Their hunting methods include dropping heavy stones from above or charging victims with their deadly weapons.

To sustain themselves, redcaps must regularly spill the blood of their victims, which they soak into their caps to keep them red and vibrant. The blood serves as a source of power and vitality, as dried blood on their caps would lead to their eventual demise.

Travelers who unknowingly enter a redcap’s lair are met with brutal attacks. Redcaps use their heavy iron boots to quickly close the distance to their victims, and their wicked weapons to ensure that few escape unscathed. Victims who fall prey to a redcap have their blood spilled, adding to the vile creature’s strength.

Despite their fearsome nature, redcaps are not invulnerable. They are known to be repelled by religious symbols and verses, which cause them great pain and force them to flee. This vulnerability is a rare chink in their armor that those who dare face them can exploit.

In rare cases, redcaps can be found to a creature as a servant, where they bestow their resistance to physical harm with their master. These relationships rarely end well.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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