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    Redcap

    Small fey, chaotic evil

    Armor Class 15 (natural armor, iron-shod boots)

    Hit Points 102 (12d8 + 48)

    Speed 35 ft.

    STR 20 (+5) · DEX 14 (+2) · CON 18 (+4) · INT 10 (+0) · WIS 12 (+1) · CHA 11 (+0)

    Saving Throws Str +8, Con +7

    Skills Athletics +8, Perception +4, Stealth +5

    Damage Vulnerabilities radiant (see Holy Bane)

    Senses darkvision 120 ft., passive Perception 14

    Languages Common, Sylvan

    Challenge 5 (1,800 XP)

    Traits

    Blood-Soaked Cap. The redcap’s woolen cap functions as a reservoir of stolen life. While the cap is wet with fresh blood (the redcap has dealt piercing or slashing damage within the last minute), the redcap gains the following benefits:

    • Regeneration 10. The redcap regains 10 hit points at the start of its turn.

    • Unnatural Speed. The redcap’s walking speed increases to 45 feet, and opportunity attacks against it are made with disadvantage.

      If the cap is removed (Strength (Athletics) check contested by the redcap’s check, made as an action) or dries out (no fresh blood for 1 minute or the cap is doused with holy water or exposed to radiant damage), the redcap loses the benefits above and has disadvantage on attack rolls until it drenches its cap in blood again (a creature must drop to 0 hit points within 10 feet of it).

    Iron Boots. Difficult terrain doesn’t cost the redcap extra movement. In addition, the redcap can’t be pushed or knocked prone while standing on solid ground.

    Holy Bane. If a creature within 30 feet brandishes a holy symbol and speaks a prayer as an action, the redcap must succeed on a DC 13 Wisdom saving throw or become frightened of that creature until the end of its next turn. While frightened in this way, the redcap can’t use its Regeneration trait.

    Actions

    Multiattack. The redcap makes three Iron Pike attacks, or two Iron Pike attacks and one Iron Boot attack.

    Iron Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) piercing damage.

    Iron Boot. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

    Bonus Actions

    Spiked Stomp. When a creature the redcap can see stands up from prone within 5 feet of it, the redcap makes one Iron Boot attack against that creature.

    Reactions

    Sudden Sprint. The redcap moves up to its speed toward a creature it can see. This movement doesn’t provoke opportunity attacks.

    Lore

    A malevolent faerie who haunts ruined castles. He must keep his cap soaked in human blood or he will die.

    A Redcap, also known as a Bloody Cap, is an Anglo-Scottish vampiric goblin-fae whose very existence revolves around a vile ritual: the creature continually soaks its cap in the blood of its victims. Outwardly it appears as a short, thick-set, gray-haired old man with blazing red eyes, long teeth closer to fangs, scrawny arms ending in claw-like fingers, and—most notably—iron boots whose soles bristle with spikes. Whenever it walks, metal strikes stone with a ringing clang. Legend says the cap was originally white, but constant saturation has stained it permanently crimson. Despite the heavy footwear the creature moves with startling speed, and in its left hand it habitually carries either a massive pike or an iron-bound staff capable of maiming anyone it meets.

    Back to the cap: this is the Redcap’s chief attribute for a reason. It serves as an external reservoir of life-force—so long as the fabric remains wet with fresh blood, the goblin regenerates and displays superhuman strength and agility. Once the cap dries, the Redcap withers at a frightening pace.

    From Vampire Bestiary 5E, p. 88 · Fern Flower Press