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Fairy note 1 Fairy Manual Homed20 system Fairy Note Last




Red Cap
redcap.jpgArt By Corey Aislinn
Size/Type: Small Fey
Hit Dice: 12d6+48 (90)
Initiative:
Speed: 12 ft.
Armor class: 22 (+3 Dex, +4 natural, +5 leather) 19 flat footed, 13 touch
Base Attack/Grapple: +6/+1
Attack: Battle Axe +11 (d10+5) or Crushing Blow +20 (2d10+7)
Full Attack: Battle Axe +11/+6 (d10+5) or crushing blow +20 (2d10+7)
Space Reach: 5ft/5ft
Special Attacks: Crushing Blow
Special Qualities: Damage Reduction 5/cold iron, blood strength, low light vision
Saves:
Abilities: Str 21, Dex 16, Con 18, Int 11, Wis 9, Char 15
Skills: (90 points)
Feats: (6 total)
Environment: Battle Fields, Ruins, or other places where many died in combat
Organization: Solitary
Challenge Rating: 11
Treasure: Many weapons as trophies in addition to standard treasure
Alignment: Chaotic Evil
Advancement: 13-24 (small)
Level Adjustment: +11


Red caps are one of the most vile and filthy of all fey, appearing as a deformed goblin it lives in places where thousands of people where killed in combat, feeding off of the pain of wars past. Though it enjoys greatly pain of past wars, it loves to cause pain all the more, taking the life essence of those it kills through a form of blood magic, by dieing his hat in the victim’s blood.

Combat: Red Caps relish combat, but they enjoy the rush of to winning and seeing foe defeated rather then the act of fighting. Because of this they tend to choose ambushes, and should they be spotted before their trap can be sprung they will flee and try again later. Red Caps are well aware that even the most pitiful looking humans can turn out to be powerful beings of one sort or another, so they are always ready to flee, with many escape routes covered with traps to hinder pursuers.
When it does attack the Red Cap Flies into combat with its great axe, jumping up to 20 ft to deliver a crushing blow dealing 2d10+7 damage, this attack may only be delivered against opponents at least 10 feet away from the Red Cap.

Spell Like Abilities-The Red Cap is not very magical outside of the power of the blow it can deliver and its ability to sense long past pain. The Red Cap can however draw on the strength of those he’s slain and used to dye his hat once per day. This boosts his strength by 1 point for every 5 Str points of his victims. Typically this gives the red cap +20 to +40 strength to take one action.

Red Caps do not feed exactly, though they will taste those they have slain, chewing and enjoying the flesh before spitting it back out. They do however seem to need

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