Redcap
A redcap must soak its cap in fresh blood to survive. One that cannot keep the cap fresh weakens and dies, so it hunts on a schedule and will not wait.
- Physiology
- Fae
- Size
- Small
- Speed
- 30 ft.
- Armor class
- 13 (iron-shod)
- Hit points
- 45 (10d6 + 10)
- Proficiency
- +2
- STR 14 +2 save +2
- DEX 13 +1 save +1
- CON 13 +1 save +1
- INT 10 +0 save +0
- WIS 11 +0 save +0
- CHA 9 -1 save -1
- Skills
- Athletics +4 , Stealth +3
- Passive Perception
- 10
- Languages
- Sylvan
- Found in
- Woodland , Station Interior
Traits
-
Iron Boots
A creature the redcap has knocked Prone takes 1d6 bludgeoning damage at the start of the redcap's next turn if it is still Prone and within 5 feet.
-
Outsized Strength
The redcap counts as one size larger for carrying capacity and for Grapple and Shove checks.
-
Wet Cap
If the redcap goes 3 days without soaking its cap in fresh blood, it loses 5 hit points per day, which cannot be regained until the cap is soaked.
Actions
-
Sickle
+4 to hit · reach 5 ft.
2d4 + 2 slashing damage
A swing of its hooked sickle.
-
Overrun
DC 11 Strength save
The redcap moves up to its speed through hostile creatures' spaces. Each of them makes a Strength saving throw or falls Prone.