Bestiary · Fae

PR 2

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.

Redcap, drawn at Small scale
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.