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Redcap

Goblinoids who have attained fae status.

Basic Information

Genetics and Reproduction

Redcaps do not reproduce normally, but procreate through magical ceremonies that produce new spawn of their kind.

Growth Rate & Stages

  • Infant (Tiny): 0 years
  • Toddler (Tiny): 1 year
  • Child (Tiny): 2-3 years
  • Adolescent: 4-7 years
  • Adult: 8+ years

Additional Information

Geographic Origin and Distribution

While redcaps can be found in various places throughout the Faewild, they are most infamous to mortals for inhabiting the western half of Marilsa.

Average Intelligence

10 Intelligence.

Perception and Sensory Capabilities

Redcaps can see in the dark, and otherwise have senses on par with humans'.

Civilization and Culture

Major Language Groups and Dialects

Despite their fae nature, they hold to the Goblin language and eschew Sylvan. In Marilsa, many of them also learn Halfling.

Common Dress Code

Generally seen wearing a red hood, from which their name is derived.

Common Customs, Traditions and Rituals

On a calendar schedule that makes no sense to mortals, the redcaps hold dear to their traditions of magically promoting members of their tribe into redcap ironboots, who promptly go on rampages trying to kill whatever they can, including ordinary redcaps.

Interspecies Relations and Assumptions

Despite their evil nature, the redcaps of Marilsa are tolerant of Gan-Hin Halflings as neighbors. They are openly hostile towards other humanoids that enter their territory, including other goblinoids and Humans.
Redcaps use a different stat block than in Volo's Guide to Monsters. See below.
Genetic Ancestor(s)
Genetic Descendants
Lifespan
Unknown
Average Height
2'10" - 3'7"
Average Weight
30 - 45 lb.
Average Physique
7 Strength, 11 Constitution
Body Tint, Colouring and Marking
Yellowish-brown, like many of their goblin relatives.

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Articles under Redcap


Redcap CR: 1/4 (50 XP)

Small fae, chaotic evil
Armor Class: 12
Hit Points: 7 (2d6)
Speed: 30 ft , burrow: 10 ft , climb: 30 ft

STR

7 -2

DEX

14 +2

CON

11 +0

INT

10 +0

WIS

8 -1

CHA

13 +1

Skills: Deception +3 1d20+3 , Stealth +6 1d20+6
Senses: darkvision 60 ft., passive Perception 9
Languages: Goblin, Halfling
Challenge Rating: 1/4 (50 XP)

Vexing Presence. While within 30 feet of a redcap that can see it, a non-fae creature has disadvantage on Dexterity checks and Dexterity saving throws.

Actions

Dagger. Melee or ranged weapon attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 1d20+4 Hit: 4 1d4+2 piercing damage.   Blood Boiling Hex (Recharge 6). The redcap places a hex on a creature it can see within 60 feet of it for 1 minute. If the redcap is hidden, using this ability does not reveal its location. While the target is affected by this hex, whenever it makes an attack roll, an ability check, or a saving throw, it must roll a d6 and subtract the number rolled from the d20 roll. 1d6 On any turn in which it suffers the effect of the hex, the target can attack an ally as a reaction, ignoring the effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn.

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