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Red Caps

Red caps are a type of malevolent goblin from native to Erlin and Herelin. They are often depicted as short, stocky creatures with red caps on their heads and long, sharp teeth. They are said to inhabit ruined castles and other abandoned places, and are known for their violent and murderous tendencies. According to legend, red caps are said to be the spirits of ancient linish warriors who died in battle. They always keep their caps wet with the blood of their victims, for if their hat ever dries out they will die.   Red caps are notorious for their ferocity and are said to be particularly fond of attacking travelers who stray too close to their haunts. They are also known for their cunning, and are said to use their wits to trick and lure unsuspecting victims into danger.
Name   Red Cap (Goblinoid)
AC:15 HP:7 Speed: 30 ft.
STR 8 (-1)   DEX 14 (+2)   CON 10 (+0)   INT 12 (+1)   WIS 8 (-1)   CHA 8 (-1)
Vulnerabilities:   Immunities:   Resistances:   Condition Immunities:
Challenge: ½   Proficiency Bonus: Skills: Stealth +6 Senses darkvision 60 ft., passive Perception 9   Feats:   Bloody Cap. Creature has advantage on attacks if it’s standing in a pool of blood.
Actions:   Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.   Wrist Darts. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit 6 (1d6 + 3) piercing damage.   Rupture Tendons. Player must succeed a dexterity saving throw of 12 or become “maimed.” (Player leaves behind trail of blood and takes 1d4 of damage for every 5fth. Traveled)

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