
Redcap
Small fey- Challenge
- 3
- STR
- 4
- DEX
- 1
- CON
- 4
- INT
- 0
- WIS
- 1
- CHA
- −1
- Soak
- 1
- Fort
- +5
- Ref
- +3
- Will
- +0
Iron Boots. While moving, the redcap has disadvantage on Stealth checks.
Maneuvers. The redcap uses maneuvers (maneuver save Difficulty 14). It has 6 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 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
Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attacks.
Actions (3)
Wicked Sickle. Melee Weapon Attack: +5 to hit. Hit: 9 (2d4 + 4) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m. or range 3/10 m. Hit: 6 (1d4 + 4) piercing damage.
Maneuvers
As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.
As an action, make a melee weapon attack to cripple the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
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.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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, make a weapon attack to leave a twisted wound that can’t be healed so easily.
On a hit, add the stamina die to the attack’s damage and 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.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
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 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.