Redcap blood-soaked faerie for dnd and d&d by fern flower press, fern flower press, fernflowerpress.com - cursed castle goblin with iron boots and deadly pike, dnd, monster, creature, beast, 5e, bestiary, by cr, homebrew, tome, guide, lore, stat blocks, tools, modules, legend, folklore, vampire

REDCAP

A malevolent faerie who haunts ruined castles. He must keep his cap soaked in human blood or he will die.
Type: Small fey, chaotic evil Habitat: Ruined castles, watchtowers Region: Anglo-Scottish borders

Lore

A Redcap, also known as a Bloody Cap, is an Anglo-Scottish vampiric goblin-fae whose very existence revolves around a vile ritual: the creature continually soaks its cap in the blood of its victims. Outwardly it appears as a short, thick-set, gray-haired old man with blazing red eyes, long teeth closer to fangs, scrawny arms ending in claw-like fingers, and-most notably-iron boots whose soles bristle with spikes. Whenever it walks, metal strikes stone with a ringing clang. Legend says the cap was originally white, but constant saturation has stained it permanently crimson. Despite the heavy footwear the creature moves with startling speed, and in its left hand it habitually carries either a massive pike or an iron-bound staff capable of maiming anyone it meets.

Back to the cap: this is the Redcap's chief attribute for a reason. It serves as an external reservoir of life-force-so long as the fabric remains wet with fresh blood, the goblin regenerates and displays superhuman strength and agility. Once the cap dries, the Redcap withers at a frightening pace.

The Redcap phenomenon took shape amid centuries of brutality, in places where blood flowed in wars, massacres, or public executions-anywhere heinous deeds were done. Redcaps can embody the restless spirits of those victims, the people immured during castle construction. Whatever its origin, the creature is tightly bound to nearby ruins-abandoned castles, watchtowers, or other forsaken structures haunted by past bloodshed.

Redcaps are savagely territorial. They attack anyone bold-or foolish-enough to trespass. A typical assault begins the moment an adventurer sets foot inside their domain: using monstrous strength, a Redcap hurls boulders or collapses sections of wall without warning, aiming to cripple the intruder. If that fails, the hapless traveler soon hears the rapid clatter of iron on stone, followed by a bone-cracking blow from the creature's iron staff. Surviving such a meeting is rare; only a well-prepared party stands a chance.

Psychological profile: extreme misanthropy and outright sadism toward all trespassers; average intellect sharpened by predatory cunning. A Redcap lives alone, maintaining contact only with the occasional human sorcerer who might keep one as a familiar. History records that Lord Soulis of Hermitage Castle employed a Redcap familiar that terrorized the surrounding lands.

In combat the creature combines brute strength, instant regeneration, night vision, and acrobatic mobility. Standard tactics: first a rockfall from the ruin's heights, then close combat with pike thrusts and iron-boot kicks once the target is wounded. Trying to run is futile-few beings can match a Redcap's speed. It has two physical weak points: seize its cap or let the cloth dry out. On the sacred side, it cannot endure Bible recitation, the sign of the cross, or holy water; confronted with these, it vanishes in a column of fire. Afterward a single massive tooth remains-a prized alchemical reagent but also a source of a raging curse.

In an adventure a Redcap works well as a medium- to high-level threat. Game Masters can use the creature as a living marker that a place is cursed.

Stat block

REDCAP

Small fey, chaotic evil

Armor Class 15 (natural armor, iron-shod boots)
Initiative +2
Hit Points 102 (12d8 + 48)
Speed 35 ft.

MOD
SAVE
str
20
+5
+8
int
10
+0
+0
MOD
SAVE
dex
14
+2
+2
wis
12
+1
+1
MOD
SAVE
con
18
+4
+7
cha
11
+0
+0

Saving Throws Str +8, Con +7
Skills Athletics +8, Perception +4, Stealth +5
Damage Resistances -
Damage Immunities -
Condition Immunities -
Damage Vulnerabilities radiant (see Holy Bane)
Senses darkvision 120 ft., passive Perception 14
Languages Common, Sylvan
CR 5 (1,800 XP)
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