Bestiary >(Bestiary) By Type >Fey >

Redcap (3pp)


An angry looking fairy, just about 20 inches tall, shrieks and waves a long, wool hat soaked entirely in blood. His wrinkled gray skin, silvered hair, and gray blue eyes give him the appearance of a miniature old man. His snarling mouth reveals small upward curving fangs, while its hands end in eagle-like talons.

Redcap CR 2

XP 600
CE Tiny fey
Init +8; Senses low-light vision; Perception +8

DEFENSE

AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 4 (1d6+1)
Fort +2, Ref +8, Will +3
DR 5/cold iron; SR 16

OFFENSE

Speed 20 ft.
Melee tiny short sword +6 (1d3-2 plus poison) or 2 claws +6 (1d2-2)
Ranged dagger +6 (1d2-2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-like Abilities (CL 7th):

At willinvisibility
1/daydancing lights, detect good, glitterdust (DC 14), mirror image, ventriloquism (DC 13).

TACTICS

Redcaps hate humans and most other good-aligned fey creatures (especially brownies, grigs, and pixies). Though not combat-minded, they often go out of their way to kill good-aligned fey if given the chance. Redcaps sometimes work with evil fey such as grimstalkers, but such alliances are usually short-lived.

Hunting bands are not uncommon, especially at night, and during these hunts redcaps are most often encountered carrying their poisoned daggers (which they use to fell opponents larger or stronger than themselves). They enjoy traveling into civilized areas and stealing livestock and pets, just to see the sorrowful looks on the faces of the farmers and children the next day when they find their animals missing or slaughtered.

STATISTICS

Str 7, Dex 19, Con 12, Int 15, Wis 14, Cha 14
Base Atk +0 CMB -5; CMD 9
Feats DodgeB, Improved InitiativeB, Weapon Finesse
Skills Bluff +6, Craft (poisonmaking) +6, Craft (any one) +6, Escape Artist +8, Perception +8, Stealth +8 (+12 in forests); Racial Modifiers +2 Perception, +4 Stealth in forests.
Languages Common, Elven, Sylvan
SQ poison use
Combat Gear 4 doses of aconite poison; Other Gear dagger

SPECIAL ABILITIES

Poison Use (Ex)

A redcap is never at risk of poisoning itself when handling poison. They usually use aconite poison on their daggers.

Aconite Poison
Type injury; save DC 15; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.

ECOLOGY

Environment temperate and warm forest and underground
Organization gang (2-4) or band (5-12)

Redcaps are evil relatives of the brownie that dwell in ruins, dungeons, and other such desolate places. They are not averse to taking up residence near civilized lands, and some actually prefer it, as it simply widens the grounds in which they can work their vile magic.

Redcaps prefer to dress in greens, browns, or other drab colors, except their hats. They gruesomely display, their long blood-soaked soaked caps, turned deep crimson to have slain. Generally, the avoid combat, preferring to harass those they encounter until such time as the redcap can strike with the advantage (such as against a sleeping or helpless opponent). They normally throw stones or poisoned daggers at opponents before turning invisible and dashing away. Sleeping or helpless opponents are attacked with dagger or short sword, both of which are usually poisoned. If cornered or threatened, a redcap turns invisible and attempts to slip away.

Section 15: Copyright Notice – Tome of Horrors Complete
Redcap from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.