Red Cap by Matt Tougas
Small Humanoid goblinoid
Hit Dice: 1d8 (4 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft.
AC: 15 (+1 size, +2 Dex, +2 leather)
Attacks: Sling +3 ranged, Dagger -1 melee
Damage: Sling 1d4-2 (poison), Dagger 1d4-1(poison)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft.
Saves: Fort 0, Ref +3, Will 0
Abilities: Str 7, Dex 15, Con 11, Int 9, Wis 10, Cha 7
Skills: Hide +3, Listen +1, Move Silently +3
Feats: Precise Shot

Environment: Temperate,Warm land,underground
Organization: Solitary, Pair, Gang (2-5), Squad (5-20), Platoon (20-40), Horde (40-60), or Tribe (60+)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class


Vicious, sneaky goblins, Red Caps scour battlefieds pocketing loose coin for their purses and searching for pools of still-warm blood to further dye their caps in.

A cousin to the goblin, Red Caps live a much more barbaric existance. They look much their cousins save for a few differences. Red Caps tend to be shorter by nearly a foot, have a tan flesh-tone to their skin, very large feet, and of course their most prized possession: their hats.

A Red Cap's status in his tribe is rated by the hue of his cap. All young Red Caps are given a simple white hat signifying the lowest rank amongst the tribe. Status is gained by a warrior dipping his cap in the blood of the dead; either a victem of it's own blade or a scavanged corpse. The more blood that dyes their caps, the darker they get, and the higher a Red Cap's status gets.

As such, Red Caps can most often be found skulking around in fields after great battles, looting the dead for their equipment, coin and blood. Otherwise, they tend to keep below ground in small caves. Red Caps rarely venture out alone, prefering the safety of large gangs.,A cousin to the goblin, Red Caps live a much more barbaric existance. They look much their cousins save for a few differences. Red Caps tend to be shorter by nearly a foot, have a tan flesh-tone to their skin, very large feet, and of course their most prized possession: their hats.

A Red Cap's status in his tribe is rated by the hue of his cap. All young Red Caps are given a simple white hat signifying the lowest rank amongst the tribe. Status is gained by a warrior dipping his cap in the blood of the dead; either a victem of it's own blade or a scavanged corpse. The more blood that dyes their caps, the darker they get, and the higher a Red Cap's status gets.

As such, Red Caps can most often be found skulking around in fields after great battles, looting the dead for their equipment, coin and blood. Otherwise, they tend to keep below ground in small caves. Red Caps rarely venture out alone, prefering the safety of large gangs.

Combat
In combat Red Caps prefer overwhelming their prey in large numbers. Their prefered method is ranged attacks with their slings. After they've downed their foes they rush in with their daggers slicing away to get at the precious blood inside.

Poison: Red Caps routinely dip their sling bullets in Tiny Spider Poison (DC 11, Initial and Secondary Damage 1d2 STR). Though the poison isn't particularly powerful, a large gang of Red Caps can be extreemly hazzardous to a low level adventuring party. Red Caps have Darkvision for 60ft.

Society

This creature has not yet been play tested.
This is not a kender type creature.

 



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