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RedCap

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Large Fey

Original Artwork (c) AME Hit Dice: 12d6+48 (92)
Initiative: +3 (Dex)
Speed: 30’
AC: 20 (-1 Size, +3 Dex, +8 natural)
Attacks: Great Axe +12/ +7 melee or Bite +11/+g melee
Damage: Great Axe 2d6+11/ +5 or 1d8 +6/ +3 + strength drain
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Blood Fountain
Special Qualities: Damage reduction 1/blunt, 10/slashing, 15/piercing; Giantkin
Saves: Fort +9, Ref +9, Will +8
Abilities: Str 22, Dex 16, Con 20, Int 9, Wis 9, Cha 5
Skills: Intimidate +11, Jump +11, Climb +11, Balance +8, Tumble +8
Feats: Cleave, Great Gleave, Power Attack, Weapon Focus (Great Axe), Weapon Specialization (Great Axe)
Climate/Terrain: The Otherworld, Cult of Arawn Strongholds
Organization: Solitary, usually leader of other groups of lesser Fay
Challenge Rating: 7
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 13-17 HD (Large), 18-23 HD (Huge)

The redcap is a giant among the normally diminutive races of the Otherworld, and it is the stuff of nightmares. The creature gets its name from the shapless bag of a hat its kind normally wears, a hat it keeps died dark red with the blood of its victims.

Redcaps stand 8' tall, with enormous pot bellies and matchstick thinlegs. Their hide is a dark grey, resembling stone, and in fact is like granite to the touch. Their faces bear a resemblance to that of a Hill Giant, with tusks of steel jutting out of their lower jaw. Tied on to their belt are trophies from their victims - usually the head of the unfortunate tied on by its hair.

Combat

Redcaps have no tactics, and as a general rule do not need any. They prefer to charge directly into the thick of the fray, laying about with their huge 2-handed axes. If they are dealing with a large number of foes at once, they will use their blood fountain ability before engaging in melee.

Blood Fountain: The head gear that lends the creature its name is also one of its most deadly weapons. The Redcap may swing its hat over its head, inundating all within 15' with a shower of blood, Ref DC 18 to avoid. The blood is cursed, and those who are splashed must make a Will save DC 18 or have a -4 circumstance penalty on all actions. This effect lasts until the Redcap is slain, or a Remove Curse is cast upon the victim by Cleric of at least 10th lvl.
To use this ability, the Redcap must spend a full round soaking the cap in the blood of a victim that he has killed. Once the cap is "charged," it will remain so until expended.

Frightful Presence (Ex): Anyone within 60' of a Redcap must make a Will save DC 15 or be shaken. Shaken characters suffer a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. The effect will wear off 1d4 minutes after the Redcap is slain, or the PC has left melee combat and moved more than 60' away from the creature.

Giantkin: Redcaps are obviously better at wading into melee than their weaker Fey kindred, and it is rumored they have the blood of Mist Giants in their veins. They make attacks as Giants. (Attack Bonus: Total HD x 3/4 (as cleric).

Strength Drain: The bite of a Redcap saps the life energy of the victim. A successful bite attack causes the victim to make a Fort save DC 18 or lose 1d4 temp strength points.