The statistics block below contains details for more than one age of redcap. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Young Redcap ⬇️ Small Fey |
Elder Redcap ⬇️ Small Fey |
|
|---|---|---|
| Hit Dice: | 4d6+8 (22 hp) | 12d6+72 (114 hp) |
| Initiative: | +5 | +9 |
| Speed: | 30 ft. (6 squares) | 30 ft. (6 squares) |
| Armor Class: | 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12 | 21 (+1 size, +5 Dex, +5 natural), touch 16, flat-footed 16 |
| Base Attack/Grapple: | +2/+4 | +6/+12 |
| Attack: | Medium scythe +3 melee (2d4+7/×4) or Medium sling +4 ranged (1d6+3) | Medium scythe +11 melee (2d4+13/×4) or Medium sling +13 ranged (1d6+7) |
| Full Attack: | Medium scythe +3 melee (2d4+7/×4) or Medium sling +4 ranged (1d6+3) | Medium scythe +11/+6 melee (2d4+13/×4) or Medium sling +13 ranged (1d6+7) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Eldritch stone, powerful build | Eldritch stone, powerful build |
| Special Qualities: | Damage reduction 5/cold iron, low-light vision | Damage reduction 10/cold iron, low-light vision |
| Saves: | Fort +3, Ref +5, Will +5 | Fort +10, Ref +13, Will +9 |
| Abilities: | Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 13 | Str 22, Dex 21, Con 22, Int 11, Wis 12, Cha 13 |
| Skills: | Hide +13, Intimidate +9, Listen +9, Move Silently +9, Spot +9, Survival +9 | Hide +24, Intimidate +16, Listen +18, Move Silently +20, Spot +18, Survival +16 |
| Feats: | Improved Initiative, Power Attack | Alertness, Cleave, Improved Initiative, Power Attack, Track |
| Environment: | Temperate hills | Temperate hills |
| Organization: | Solitary, gang (3 or 5), or band (7, 9, or 11) | Solitary, gang, (1 plus 2 or 4 young redcaps), or band (2 plus 3, 5, 7, or 9 young recaps) |
| Challenge Rating: | 2 | 7 |
| Treasure: | ½ coins only (plus 1 redcap tooth) | ½ coins only (plus 1 redcap tooth) |
| Alignment: | Always chaotic evil | Always chaotic evil |
| Advancement: | 5–20 HD (Small) ♊ | 13–20 HD (Small) ♊ |
| Level Adjustment: | +4 | +4 |
Young Redcap • Elder Redcap
You see a very short, tough-looking old man with leathery skin, iron boots, and bright red hat. He is wielding a scythe that looks too large for him. His wicked grin is lined with sharp teeth.
Redcaps are the most evil fey you’re ever likely to meet. They are mass-murdering psychotic killers who live on other creatures’ pain. A redcap stands 3 to 4 feet tall, weighs about 50 pounds, and looks like a tough old man with protruding teeth. On their heads redcaps wear bright red hats—kept fresh and moistly colored by dipping in their victims’ blood—and on their feet they wear boots of iron.
Redcaps prefer to roost in old abandoned keeps and towers, preferably ones left vacant by some horrific tragedy. These fey absorb some of the essence of every creature they kill. Thanks to this ability, a redcap that manages to live a long life can amass tremendous strength and near invulnerability. When a redcap dies, it vanishes from the world, leaving only a single tooth behind.
Redcaps speak Common and Sylvan.
Redcaps prefer to attack from ambush, usually waiting until their intended victims are preparing to settle in for the evening. Brutal combatants, redcaps attack without mercy, opening up combat with their slings and magic stones but quickly closing to finish opponents with their wicked scythes.
A redcap normally attacks using its Power Attack feat, taking a −2 penalty on its attack rolls and gaining a +2 bonus on damage rolls (+4 if using a scythe).
Eldritch Stone (Su): Bullets fired from a redcap’s sling glow with a greenish-blue magical energy, giving them a +1 enhancement bonus on attack rolls and damage rolls as well as dealing 1d6 points of damage (instead of the 1d4 points an ordinary bullet deals).
Powerful Build (Ex): The physical stature of a redcap lets it function in many ways as if he were one size category larger. Whenever a redcap is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the redcap is treated as one size larger if doing so is advantageous to it. A redcap is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A redcap can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this characteristic stack with the effects of powers, abilities, and spells that change the subject’s size category.
The elder redcap entry represents a redcap that has advanced to 12 HD by slaying victims and absorbing their essence (see Advancement, below).
An elder redcap fights in a similar manner to the younger version, relying on ambush whenever possible. It is capable of tracking weak or wounded prey for miles, waiting until the intended victims let down their guard.
After a redcap has slain a victim, it dips its cap into the victim’s blood, thereby gradually gaining strength and power. This ability is reflected in special rules for advancement that apply only to redcaps. For each additional Hit Die a redcap has, it gains +1 Strength, +1 Dexterity, and +1 Constitution as well as the normal benefits for advancing in Hit Dice. For every 2 additional Hit Dice, an advanced redcap gains +1 natural armor. The redcap’s damage reduction also improves as its Hit Dice increase, as indicated on the table below.
| Redcap’s Total HD | Natural Armor | Damage Reduction | CR |
|---|---|---|---|
| 5–6 | +2 | 5/cold iron | 3 |
| 7–8 | +3 | 5/cold iron | 4 |
| 9–10 | +4 | 10/cold iron | 6 |
| 11–12 | +5 | 10/cold iron | 7 |
| 13–14 | +6 | 10/cold iron | 8 |
| 15–16 | +7 | 15/cold iron | 10 |
| 17–18 | +8 | 15/cold iron | 11 |
| 19–20 | +9 | 15/cold iron | 12 |
Redcaps assemble in small bands, occasionally squatting in old ruins or caves after slaughtering the previous tenants. Redcaps argue and fight with each other constantly, and flaring tempers often result in bloodshed. They will massacre each other with little provocation, but they do not douse their hats in each other’s blood, fearful that some curse will be visited upon them. It takes one or more redcap elders to maintain some semblance of control over a group, essentially bullying the younger redcaps into submission.
Redcaps can live up to 150 years, although they typically die at a much younger age. They are asexual creatures that propagate by budding. A redcap buds once or twice in its lifetime, carrying each bud on its back like a hump for six months before it falls off and sprouts a head and limbs. A newborn redcap must fend for itself immediately and quickly develops a ravenous and foul demeanor. It grows to its full size within a year after its birth.
Redcaps have their own elaborately interwoven superstitions. They believe rivers contain water spirits that can snatch their souls, so they bathe only in still water. Dubious of even-numbered quantities, they always travel in oddnumbered groups, and no redcap will carry an even number of coins in its pouch. Redcaps are not devout creatures, but redcaps who live near human settlements sometimes worship Erythnul, the god of slaughter. Redcap adepts are rare, and redcap clerics rarer still.
Murderous gangs of redcaps prowl the hills of Khorvaire as far west as the foothills of the Byeshk Mountains in Droaam and as far east as the foothills of the Hoarfrost Mountains in the Lhazaar Principalities. Redcaps are found in considerable numbers in the Mror Holds, where they display a particularly fiendish hatred for dwarves. Redcaps that spend their days hunting dwarves near the Goradra Gap refer to themselves as “dwarfsplitters.”
Redcaps are found throughout Faerûn, although they are a particular nuisance to the halflings of Luiren. In many halfling fairy tales, redcaps are described as halflings who were cursed with murderous rage as punishment for some dreadful act of betrayal. However, these tales are nothing more than whimsy.
When a redcap dies, it leaves behind a single tooth. Anyone wearing this tooth gains a +2 circumstance bonus on Charisma-based checks when dealing with fey, and a +4 circumstance bonus when dealing with other redcaps.
Faint transmutation; CL 6th; cannot be made; Price 1,000 gp.
Source: Monster Manual III, page 138.