From: Twisted Labyrinth of the Fae

These malicious goblins, once content with petty mischief, are now consumed by a bloodlust. Their caps, once stained with the blood of their victims, are now fused to their heads, dripping with venomous ichor. They attack with frenzied savagery, their claws and teeth tearing at flesh with reckless abandon.

Lore of the Rabid Redcaps: Redcaps, in the untainted past of the Whispering Woods, were known for their mischievous pranks and petty thefts. They were small, gnarled goblin-like creatures who lived in the shadows, their red caps a symbol of their trickster nature. Their caps, traditionally dyed with the blood of their victims, were a badge of honor, a testament to their cunning and cruelty.

However, with the corruption of the faerie lord and the spread of chaos, the Redcaps’ mischief took on a darker tone. Their bloodlust intensified, their pranks turning into vicious attacks, their thefts becoming murders. The blood they once used to dye their caps seeped into their very being, poisoning their minds and twisting their souls.

Now, their caps are no longer mere garments, but gruesome extensions of their bodies, fused to their skulls and dripping with venomous ichor. The once-playful tricksters have become rabid beasts, driven by an insatiable hunger for blood and violence. They roam the labyrinth, their laughter replaced by savage snarls, their eyes burning with a feral rage.

Rabid Redcap

  • Tier: 1
  • Type: Fey
  • Size: Small
  • Alignment: Chaotic Evil
  • Armor Class: 12
  • Hit Points: 13 (3d6 + 3)
  • Speed: 30 ft.
  • STR 12 (+1) | DEX 14 (+2) | CON 13 (+1) | INT 8 (-1) | WIS 10 (+0) | CHA 7 (-2)
  • Skills: Athletics +3, Stealth +4
  • Senses: Darkvision 60 ft., passive Perception 10
  • Languages: Common, Goblin
  • Challenge: 1/2 (100 XP)

Actions:

  • Multiattack: The redcap makes two attacks: one with its claws and one with its bite.
  • Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  • Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Strategy: Rabid Redcaps are relentless attackers, charging into battle with reckless abandon. They use their speed and agility to flank their opponents and strike from unexpected angles. Their venomous bites are a dangerous weapon, capable of quickly weakening and debilitating their foes.

Vulnerabilities: Rabid Redcaps are vulnerable to cold iron weapons, as the metal disrupts their chaotic energy and weakens their regenerative abilities.

Tags: Fey, Goblinoid, Poison

Battle Tactics of the Rabid Redcaps: Rabid Redcaps are frenzied berserkers, their attacks driven by pure bloodlust and aggression. They charge into battle with little regard for their own safety, relying on their speed and ferocity to overwhelm their opponents. Their tactics are simple but effective, consisting mainly of relentless assaults with their claws and venomous fangs.

They often attack in packs, swarming their prey with a flurry of strikes. Their movements are erratic and unpredictable, making them difficult to hit. They are particularly dangerous when cornered or wounded, as their rage intensifies, fueling their attacks with even greater savagery.

While lacking in tactical finesse, Rabid Redcaps are surprisingly resilient. Their bloodlust seems to grant them a degree of pain resistance, allowing them to continue fighting even after sustaining grievous injuries. They are also surprisingly cunning, using their surroundings to their advantage, ambushing their foes from hidden alcoves or luring them into traps.

Environment: Rabid Redcaps are most commonly found in the darker, more desolate corners of the Twisted Labyrinth of the Fae. They prefer areas where blood has been spilled, as the scent of violence seems to attract them. They may also be found near the remains of their victims, their blood-soaked caps a grim reminder of their savagery.

Remains: The remains of a Rabid Redcap, while gruesome, can be put to various uses. Their venomous blood, while dangerous, can be carefully extracted and used to create potent poisons or antidotes. Their caps, though fused to their skulls, can be pried off and used as macabre trophies or components in dark rituals.

Some alchemists believe that the blood and caps of Rabid Redcaps contain a unique essence that can be used to enhance aggression and ferocity in those who consume it. However, the risks of such experimentation are great, as the chaotic energy within these substances can easily corrupt and twist the minds of those who are not careful.

Above are three examples of Rabid Redcaps

Sensory and Extrasensory Perceptions of a Rabid Redcap:

  • Sight:
    • Description: A hunched figure, roughly three feet tall, with gnarled limbs and a skin tone ranging from sickly green to a mottled purple. Their most striking feature is their namesake cap, a blood-soaked rag of fabric fused to their skull, dripping with a viscous, dark fluid. Eyes burn with an unnatural intensity, a feral madness swirling within their depths. Claws and teeth are stained with blood, and their movements are jerky and unpredictable.
    • Positives: Easy to identify due to their distinct appearance. Their erratic movements can make them easier to anticipate in battle.
    • Negatives: Their grotesque appearance can be unsettling and induce fear. Their movements can also make them difficult to track accurately.
  • Sound:
    • Description: A guttural snarling and hissing, punctuated by maniacal laughter and the wet squelching of their blood-soaked cap. Their movements are accompanied by a shuffling, dragging sound as they scamper across the ground.
    • Positives: Their vocalizations can serve as a warning of their approach, allowing for preparation.
    • Negatives: The disturbing sounds can instill fear and panic, potentially hindering clear thinking and decision-making.
  • Smell:
    • Description: A pungent odor of decay and rot, mixed with the metallic tang of blood and a sickeningly sweet undertone from the venomous ichor dripping from their cap.
    • Positives: Their scent can be tracked, providing a trail to follow or avoid.
    • Negatives: The foul stench can be nauseating and may cause disorientation or distraction.
  • Touch:
    • Description: If unfortunate enough to be touched, their skin feels clammy and rough, like rotting bark. Their claws and teeth are sharp, inflicting painful wounds that may be poisoned.
    • Positives: None.
    • Negatives: Touching a Rabid Redcap is incredibly dangerous, resulting in injury and potential poisoning.
  • Taste: (Not applicable as it would be inadvisable and potentially lethal to taste a Rabid Redcap)
  • Extrasensory Perceptions:
    • Empathy: A wave of pure rage, bloodlust, and madness assaults the senses of those attuned to emotions.
    • Aura Sight: Their aura is a flickering red haze, pulsating with chaotic energy and a thirst for violence.
    • Danger Sense: A primal instinct warns of impending danger, triggering a fight-or-flight response in those sensitive to such cues.

The Rabid Redcap is a sensory nightmare, a creature that embodies pure chaos and violence. Their presence is a symphony of disturbing sights, sounds, and smells, designed to instill fear and disorientation. Those who encounter them are often overwhelmed by the sheer intensity of their bestial nature, making them a formidable and terrifying foe.

Saga of Crimson Caps and Wicked Glee

In the time before time, when woods were green and laughter was bright, Redcaps roamed, mischievous imps of the night. With nimble fingers and cunning smiles, they stole trinkets and treasures, playing tricks for miles.

Their caps, a symbol of their playful vice, dyed crimson with blood, a gruesome price. Yet, with the coming of chaos, their hearts turned black, bloodlust consumed them, there was no turning back.

Once playful laughter, now a maddened cackle, caps fused to skulls, a horrifying spectacle. Venom drips from their twisted grin, as they hunt for victims, lost in sin.

Their eyes burn bright with a murderous gleam, a frenzy of claws, a horrific scream. No longer tricksters, but demons of the night, their red caps a beacon, of a gruesome sight.

So, beware the Redcaps, their wicked, wicked glee, for their touch is poison, a curse on thee. And remember this tale, of their bloody descent, for darkness can twist, even good intent.

The Moral: Let not mischief turn to malice’s embrace, for the path of darkness, leaves a bitter taste.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Rabid Redcap

  • STR: 12 CON: 13 SIZ: 10 INT: 8 POW: 10 DEX: 14 APP: 7
  • Skills: Stealth 55%, Brawl 45%, Climb 50%
  • Attacks: Claws 45%, damage 1D6, Bite 45%, damage 1D6 + Poison (CON save or 1D6 per round for 3 rounds)
  • Sanity Loss: 1/1D6 on seeing a Rabid Redcap

Blades in the Dark

Rabid Redcap

  • Tier: II
  • Harm Capacity: 6
  • Armor: 0
  • Quality:
  • Prowess: Vicious and relentless.
  • Resolve: Difficult to intimidate.
  • Special Abilities:
    • Frenzied Attack: Deals increased harm on a successful attack.
    • Poisonous Bite: Inflicts Poisoned effect.

Dungeons & Dragons (5th Edition)

Rabid Redcap

  • Small fey, chaotic evil
  • Armor Class: 12
  • Hit Points: 13 (3d6 + 3)
  • Speed: 30 ft.
  • STR: 12 (+1) | DEX: 14 (+2) | CON: 13 (+1) | INT: 8 (-1) | WIS: 10 (+0) | CHA: 7 (-2)
  • Skills: Athletics +3, Stealth +4
  • Senses: Darkvision 60 ft., passive Perception 10
  • Languages: Common, Goblin
  • Challenge: 1/2 (100 XP)
  • Actions:
    • Multiattack: The redcap makes two attacks: one with its claws and one with its bite.
    • Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
    • Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Knave

Rabid Redcap

  • HP: 6
  • Armor: 0
  • Attack: Claw/Bite (+0 Damage)
  • Special Abilities:
    • Frenzy: Deals additional damage when at low health.
    • Poison Bite: Target takes ongoing damage on a failed CON save.

Fate (Accelerated Edition)

Rabid Redcap

  • High Concept: Frenzied Goblinoid Berserker
  • Trouble: Venomous Menace
  • Aspects:
    • Blood-Soaked Cap of Rage
    • Relentless Fury
    • Unhinged Aggression
  • Approaches:
    • Careful: -1
    • Clever: +0
    • Flashy: -1
    • Forceful: +4
    • Quick: +2
    • Sneaky: +2
  • Stunts:
    • Frenzied Assault: Create an Advantage with a brutal attack.
    • Venomous Bite: Inflict a Poisoned consequence on a target.

Numenera & The Cypher System

Rabid Redcap

  • Tier: 1
  • Effort: 2
  • Might Pool: 6
  • Speed Pool: 4
  • Intellect Pool: 2
  • Armor: 0
  • Attacks:
    • Claws (Might): 3 points
    • Bite (Might): 3 points, inflicts Poisoned
  • Special Abilities:
    • Frenzy: Gains bonus Might when injured.
    • Relentless: Ignores minor injuries.

Pathfinder (Second Edition)

Rabid Redcap

  • Creature 1
  • Perception: +5
  • Skills: Athletics +3, Stealth +4
  • Str: 12 (+1) Dex: 14 (+2) Con: 13 (+1) Int: 8 (-1) Wis: 10 (+0) Cha: 7 (-2)
  • AC: 12; Fort: +3; Ref: +4; Will: +2
  • HP: 13
  • Speed: 30 feet
  • Melee: Claw +3 (1d6+1 slashing), Bite +3 (1d6+1 piercing plus poison)
  • Poison (Bite): DC 11 Con save or poisoned for 1 minute (3d6 poison damage at the start of each turn)

Savage Worlds

Rabid Redcap

  • Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  • Skills: Fighting d6, Notice d6, Stealth d8
  • Pace: 6; Parry: 5; Toughness: 5
  • Edges: Frenzy
  • Hindrances: Bloodthirsty
  • Special Abilities:
    • Poison: Target takes 2d6 poison damage on a failed Vigor roll after being bitten.
    • Pack Tactics: Gains a +1 bonus to attack rolls when adjacent to an ally.

Shadowrun (6th Edition)

Rabid Redcap

  • Type: Spirit (Fey)
  • Attributes: Body 4, Agility 5, Reaction 5, Strength 3, Willpower 3, Logic 2, Intuition 3, Charisma 2
  • Skills: Unarmed Combat 5, Intimidation 4, Palming 3
  • Magic: Spellcasting 0
  • Qualities:
    • Feral Rage: +2 dice pool to attack tests when wounded.
    • Poisoned Bite: Target suffers 2S damage per Combat Turn for 3 Combat Turns (TOX).
  • Weaknesses:
    • Vulnerable to cold iron weapons (double damage).

Starfinder (First Edition)

Rabid Redcap

  • CR: 1/2
  • XP: 100
  • Type: Fey
  • Perception: +5
  • Skills: Acrobatics +4, Athletics +3, Stealth +4, Survival +2
  • Str: 12, Dex: 14, Con: 13, Int: 8, Wis: 10, Cha: 7
  • AC: 12; Fort: +3; Ref: +4; Will: +2
  • HP: 13
  • Speed: 30 ft.
  • Melee: Claw +3 (1d4+1 S), Bite +3 (1d4+1 P plus poison)
  • Special Attacks: Poison (1d6 Con, DC 11)

Traveller (Mongoose 2nd Edition)

Rabid Redcap

  • Characteristics: Strength 8, Dexterity 10, Endurance 9, Intelligence 6, Education 6, Social 5
  • Skills: Brawling 1, Recon 1
  • Weapons: Claws (1d6), Bite (1d6 plus poison)
  • Armour: None
  • Special:
    • Poison: Target must pass an END test or suffer 1d6 damage each round.
    • Frenzy: +1 DM to attack rolls when wounded.

Warhammer Fantasy Roleplay (4th Edition)

Rabid Redcap

  • Profile: WS 30, BS 0, S 30, T 28, Ag 38, Int 20, WP 25, Fel 20
  • Skills: Athletics, Stealth, Track
  • Talents: Frenzy (gains +5 WS and +5 S when wounded), Poisoned Attacks
  • Traits: Fearsome (causes Fear), Frenzy, Poisonous