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Red Cap ~ CR 6

Like some miniscule, wicked old man, this snarling little humanoid wears metal boots and a blood-red pointed cap.

Environment: temperate forests, temperate mountains, or underground

Organization: 1-12


Proficiency Score: +7

Small; Principle/Individual; fey


Armor Class: 24 (+4 Dex, +1 Natural, +1 Size, +7 Proficiency)

Hit Points: 140 (14d6+56)

Speed: 60 feet

Initiative: +4 (advantage)


STRDEXCONINTWISCHA
18 (+4)19 (+4)18 (+4)16 (+3)13 (+1)15 (+2)

Saves: 

  • Fortitude +11
  • Reflex +11
  • Will +8

Skills: 

  • Acrobatics +11
  • Athletics +11
  • Deception +9
  • Insight +8
  • Intimidate +9
  • Nature +8
  • Perception +8
  • Stealth +11

Resistances:

  • 10 against physical damage except those with the cold iron tag

Senses: Passive Perception 18, low light vision 60 feet

Languages: Aklo, Common, Giant, Sylvan


Fast Healing (3). A Red Cap gains 3 hit points at the beginning of its turn.

Frightful (religious signs). A Red Cap fears religious powers and must make a DC 20 Will save when they see clear signs of a holy symbol, divine magics, divine powers, or other religious manifestations. On a failed save, a Red Cap gains the Frightened 1 condition for a minute.

Actions

Sickle (1 hand). Melee Strike +11/+7/+3 (agile, finesse, trip) with 2d4+4 slashing damage.

Kick. Melee Strike +11/+6/+1 (unarmed) with 1d4+4 bludgeoning damage.


Equipment