Kryx RPGThemesCreatures
Redcap

Redcap

Small fey
Challenge
3

STR
4
DEX
1
CON
4
INT
0
WIS
1
CHA
−1

37
5d6+20
15
Soak
1
Fort
+5
Ref
+3
Will
+0
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 5 m.
Skills Athletics +6 (17), Brawn +6 (17), Insight +1 (12), Perception +3 (14)
Senses darkvision 10 m.
Languages Common, Sylvan

Iron Boots. While moving, the redcap has disadvantage on Stealth checks.

Maneuvers. The redcap uses maneuvers (maneuver save DC 14). It has 9 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: bloodletting blade, cripple, fan of knives, grievous wound, nimble, spring attack, uncanny dodge

Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.

Actions (3)

Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 9 (2d4 + 4) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 1 m. or range 3/10 m. Hit: 6 (1d4 + 4) piercing damage.

Ironbound Pursuit (1/turn). The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Reflex saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.

Forest, Hill, Swampvgtm

Maneuvers

1 minute/stamina die

As an action, you can make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage in an attempt to administer a dozen precise cuts, causing the creature to bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to cripple it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

As an action, you can make a weapon attack in an attempt to leave a twisted wound that can’t be healed so easily. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or its maximum health is reduced by the stamina die result for 1 hour. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.