Redcaps are evil fey creatures who enjoy trapping and torturing the creatures of Atheles, particularly humans. They also enjoy the treasure they accumulate from their bloody sport. While they can be found alone, they are most often encountered in groups of 3 or more.
They stand 2 to 3 feet tall and weigh 50 lbs. They use their small size to hide, lying in wait for their victims to spring their carefully laid traps, whereupon they emerge and attack. Whenever possible, any who survive their predations are dragged back to the redcaps’ lair and slowly tortured to death. The bones of the slain found in cleared-out lairs indicate that the redcaps may also enjoy consuming the dead afterward.
Redcaps get their name from their habit of drenching their long white hair with the blood of those they defeat. A disgusting habit for a despicable creature.
—Etahn
Redcap
| Characteristics | CV | 2 | |||
| Stat | Score | % | Speed | 20’ | |
| STR | 10 | 50 | HPA measure of the relative health of your character, represen... More | 18 | |
| CON | 12 | 60 | Dmg Mod | -1 | |
| SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More | 6 | 30 | AVThe numeric value representing how much damage armor absorbs... More | 1 (Thick Skin) | |
| INT | 10 | 50 | Class | Monster | |
| ACU | 12 | 60 | Type | Navirite (Fey) | |
| DEX | 16 | 80 | Horror An optional system where your character’s mental health ... More | 1/1d6 | |
| SOC | 12 | 60 | Treasure | 50 gp | |
- Attack: Melee: Short Sword 65% (1d6 + Poison): Ranged: Tiny Spear 65% (1d6 + Poison)
- Skills: Dodge 60%, Grapple 50%, Hide 60%, Listen 50%, Spot 50%, Stealth 60%
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Darkvision 60’, Poison
- Weaknesses: Cold Iron does +1d4 damage
- Habitat: Forests, Underground
- Encounter: Single, Pair, Band (3–6), Clan (8–16)
SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More Note
Small (SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More 6) = +10% to Hide/Stealth/Dodge (already applied)
Blood-Soaked Hair
A red cap’s hair is not actually hair, or a cap, as it is depicted in some legends. The hair is actually small cilium that traps the applied blood and leeches nutrients from it. If a red cap does not soak its “hair” in blood, it will begin to die. If it goes without fresh blood for over a month, the red cap dries up into a shriveled husk. In this state, it can hibernate for up to a year, but after that, it dies and remains a husk.
Feyroot Poison
Redcaps mix their blood with various roots to create a horrid poison.
| Poison | Type | POT | Onset | Effect | Secondary Effect | Cure | Price |
| Feyroot | Injury | 15 | Instant | POT damage | 1 saveRolling a characteristic to resist an effect or spell. More | 40 gp |
Husk
When a red cap dies, they become a leathery husk filled with a foul-smelling and toxic powder.
Remnants and Reagents
Dark Fey Dust (Reagent)
The powder inside the husk of the redcap can be used to make Feyroot poison. A single redcap provides enough powder for four doses.
Value: 20 gp per dose
Harvesting Difficulty: DifficultYour skill is halved when a task is harder than average, whi... More
Metal Boots
Redcaps love all metals except for iron, and often attach metals, especially gold and silver, to their boots for decoration. Most of their treasure will be attached to their heavy leather boots.
Value: 10 gp
Harvesting Difficulty: EasyYour skill is doubled when a task is easier than normal. Eas... More
Redcap Lairs
- 1 – 50 An old ruin, left in disrepair from a past age.
- 51-70 A swampy path, with some of the tall rotting logs big enough to hide in.
- 71-80 A boggart tribe that worships the red hat as some grotesque deity.
- 81-90A long forgotten corner of a town’s sewer system.
- 91-100 An old farmhouse, the skeletal corpses of the old residents still poses, mimicking their daily routines.
