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Red cap, The Bloodstained Keeper of Ruins

Red Cap
Create

Red Caps are twisted, malevolent fey resembling wizened old men with emaciated frames and deceptively immense strength. They stand about 4 feet tall, their gaunt faces dominated by fiery, malevolent eyes beneath heavy white brows. Their long, scraggly beards are often clotted with grime and blood. They wear iron boots that clunk with every step, yet their speed defies expectation. Atop their heads is their infamous blood-stained cap, dyed a deep crimson with the lifeblood of their victims. They carry wooden scythes or long talons curved like sickles, and their entire appearance radiates an aura of unholy menace.


Behavior

Relentlessly cruel, Red Caps are driven by a sadistic desire to kill and dominate, targeting humans and good-aligned fey with equal hatred. They are territorial and fiercely protective of their homes, slaughtering any intruders without hesitation. Cannibalistic by nature, they not only kill but also feast on their victims. They often hunt in small, sinister bands at night, reveling in their bloodlust. Their cunning makes them patient predators, capable of ambush and relentless pursuit.


Habitat

Red Caps haunt places of sorrow and death, favoring crumbling castles, abandoned towers, and desolate battlefields drenched in bloodshed. These derelict structures serve as both lairs and traps for unsuspecting travelers. Their homes are often strewn with bones, bloodstains, and the remnants of their victims, creating an atmosphere of unrelenting dread.


Modus Operandi

Red Caps excel in ambush tactics, often lurking in high places like castle turrets or cliff ledges. From these vantage points, they hurl boulders with deadly accuracy at passersby below. Should a victim survive their initial assault, Red Caps leap down to engage in close combat, attacking savagely with their scythes, claws, and teeth. Their victims’ blood is used to maintain the crimson hue of their caps—a macabre ritual they believe grants them their strength. Red Caps are fast and relentless; their iron boots clunk ominously but never slow them, making escape nearly impossible.


Motivation

The Red Cap’s primary motivation is its insatiable bloodlust and need for domination. They revel in the act of killing, driven by a deep-seated hatred for humans, good-aligned fey, and any intruders in their domain. Their cap, soaked in blood, is both a source of power and a twisted symbol of their identity, compelling them to kill constantly to keep it stained. This blend of hunger, hatred, and ritualistic compulsion makes them one of the most dangerous and unyielding fey.


Red Caps are the living embodiment of cruelty and malice, a grim reminder of the darker side of the fey world. They are not just killers—they are predators whose every action is steeped in violence and bloodshed.


  • Red cap 5e
  • Red cap 3.5

Red Cap

Red cap
Create

Small fey, chaotic evil


Armor Class 16 (natural armor)
Hit Points 45 (6d6 + 24)
Speed 40 ft.


STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)12 (+1)12 (+1)8 (-1)

Saving Throws Strength +6, Constitution +6
Skills Athletics +6, Perception +3, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical weapons not made of swords
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 13
Languages Sylvan, Common
Challenge 5 (1,800 XP)


Traits

Iron Boots. Red Caps’ heavy iron boots do not hinder their speed but cause them to automatically fail any Dexterity (Stealth) checks that rely on sound.

Out for Blood. The Red Cap thrives on violence. If the Red Cap reduces a creature to 0 hit points, it can immediately move up to half its speed without provoking opportunity attacks.

Fey Animosity. The Red Cap has advantage on attack rolls against creatures of good alignment, and disadvantage on saving throws against spells cast by clerics, druids, or paladins.

Weapons Immunity. The Red Cap is immune to damage from all nonmagical weapons, except swords.


Actions

Multiattack. The Red Cap makes three attacks: two with its claws and one with its iron boots.

  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: 10 (2d6 + 4) slashing damage.
  • Iron Boots. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: 12 (2d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Hurl Boulder (Recharge 4-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target.
Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be restrained by rubble until the end of its next turn.


Bonus Actions

Menacing Glare (Recharge 5-6). The Red Cap fixes its fiery red eyes on one creature within 30 feet. That creature must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Reactions

Blood-Soaked Hat. When the Red Cap is hit by a melee weapon attack and takes damage, it can use its reaction to spray fresh blood from its hat. Each creature within 10 feet of the Red Cap must succeed on a DC 14 Constitution saving throw or become blinded until the end of its next turn.


Tactics

  • Ambush and Terrain Advantage: Red Caps prefer to fight in ruined castles or other elevated areas where they can hurl boulders or leap onto foes. They begin combat by throwing rocks to weaken enemies before closing in for melee combat.
  • Target the Weak: The Red Cap will prioritize squishier enemies like spellcasters or archers, using its multiattack to deal as much damage as possible.
  • Reckless Persistence: If a creature is knocked prone, the Red Cap will relentlessly attack that target until it is either unconscious or dead.
  • Leverage Frightened Condition: If it successfully frightens an opponent with its Menacing Glare, it will target that creature to exploit its disadvantage on attack rolls.

Legendary Actions (Optional for a High-Stakes Encounter)

The Red Cap can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Red Cap regains spent legendary actions at the start of its turn.

  • Hat Strike. The Red Cap swings its blood-soaked hat in a wide arc. Each creature within 10 feet must succeed on a DC 14 Dexterity saving throw or take 10 (3d6) slashing damage.
  • Leap Attack. The Red Cap leaps up to 20 feet in a straight line and makes an Iron Boots attack on a creature in range. If the attack hits, the target takes an additional 5 (1d10) damage.

This stat block gives the Red Cap a distinct, terrifying identity in combat, with flavorful abilities and tactics that showcase its brutal, relentless nature while remaining true to its fey origins. Perfect for a mid-level party to fear!