## Redcap
Found throught the world, Redcaps are evil creatures driven by an unnatural urge to kill and cause pain. Redcaps are nomadic, traveling the world seeking to destroy everyone and everything they see, spreading suffering and grief everywhere they go.

**Pure Evil.** These warped version of halflings are creatures filled with hate. They toil in abandoned locations where great tragedies took place, and plan their next incursion into civilization where they hope to kill anything they can. They wear almost no clothing, except for heavy iron boots on their feet which don't seem to affect their speed, and a red hat on their heads, stained after being dipped in their victims' blood. By doing this, they absord the essense of every creature they kill, affording them a small amount of invulnerability.     

**Fragile Unity.** Redcaps will argue and turn on each other constantly, and although it usually leads to bloodshed, redcaps will never dip their hat in another redcap's blood for fear of curses. Redcap elders maintain control of the groups by bullying and killing the most problematic members of the group, essentially scaring the rest into submission. 

**Hatred of Halflings.** Redcaps posses a ravenous hatred for halflings and will attack them on sight. Redcap are the spawn of cursed halflings who betrayed the godess Yondalla at the beginning of time, and now stand cursed for eternity with an insatiable lust for blood. 

**Self-Reproducing.** Redcaps propogate by budding, which it does once or twice in its lifetime--carrying a bud on its back fror six months that eventually falls off and sprouts a head and limb, a painful process marked by a disturbing and intense wailing. The redcap youngling immediately needs to fend for itself, causing it to develop its foul nature soon after birth.

**Superstitious.** Redcap groups are always composed of odd numbers, and if a redcap is punished by death, an innocent one is also killed in order to maintain this balance. This strange superstition extends to their purses--redcaps only carry an odd number of coins, and will drop coins along the way to ensure that only an odd number of coins are being carried.
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<img 
  src='http://4.bp.blogspot.com/-MFf4rHwzFFM/T5bbCZ1MibI/AAAAAAAAFbU/okfn5ktdHVo/s1600/Redcap.jpg' 
  style='width:325px' />
Art Credit: Monster Manual III from WOTC
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> ## REDCAP
>*Small humanoid, chaotic evil*
> ___
> - **Armor Class** 15 (natural)
> - **Hit Points** 62(12d6 + 20)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|17 (+3)|14 (+2)|10 (+0)|12 (+1)|10 (+0)|
>___
> - **Skills ** Stealth +7
> - **Damage Resistances ** cold
> - **Senses** darkvision 60ft., passive Perception 11
> - **Languages** Common, Halfling
> - **Challenge** 2 (450 XP)
> ___
>***Aggressive.*** As a bonus action, the redcap can move up to its speed toward a hostile creature that it can see.

>***Powerful.***  The redcap can use Heavy weapons without disadvantage.
>
> ### Actions
> ***Multiattack.***  The redcap makes two melee or ranged attacks.

> ***Scythe.*** *Melee Weapon Attack:* +4 to hit, reach 10ft., one target. *Hit* 7 (1d10 + 2) slashing damage. 

>***Boot.*** *Melee Weapon Atack:* +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage and the target is knocked prone.
>
> ***Eldritch Sling.*** *Ranged Weapon Attack:* +5 to hit, range 30/120ft., one target. *Hit* 5 (1d6 + 3) bludgeoning damage. The target must make a DC 15 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

>***Blood Lust.*** The redcap wets its hat with the blood of an enemy corpse in a space it occupies. It gains 10 temporary hit points.

> ### Reactions
***Parry.*** The redcap adds 2 to its AC against one melee attack that would hit it. To do so, the redcap must see the attacker and be wielding a melee weapon.
>


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##### Redcap's Tooth
A redcap dissapears after it dies, sometimes leaving a single tooth behind. Any humanoid wearing this tooth as jewelry has advantage on Charisma (Persuasion) checks when interacting with redcaps.

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