Cold Iron. When hit by a weapon made of iron, the blackcap takes 2d6 poison damage if the weapon dealt bludgeoning damage, and 4d6 poison damage if it dealt piercing or slashing.
Sunlight Hypersensitivity. The blackcap takes 20 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Walk the Fairy Path. When the blackcap steps into a patch of mushrooms, they may spend 5 feet of movement to teleport to any other patch within 120 feet.
Shadow Stealth. While in dim light or darkness, the blackcap can take the Hide action as a bonus action.
Spore Cloud. If a creature begins their turn within 10 feet of the blackcap, they must make a DC 14 Constitution Saving throw or suffer 2d4 necrotic damage. If a creature fails this save by 5 or more, they are infected by the spores. An infected creature suffers an additional 1d4 necrotic damage each time they are hit with an attack that deals piercing or slashing damage, as fungi begin to grow out of their wounds. A creature that dies while infected instantly decays into a patch of mushrooms.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Fey Step (1/day). The blackcap casts misty step.
Description
Many adventurers are familiar with Redcaps; bloodthirsty fey creatures that depend on a constant flow of blood to survive. Blackcaps are the smaller, more reclusive cousins of these murderous creatures. They feed off the fungi that grow from corpses infected by the spores that populate their domain. Blackcaps themselves decay into these spores if they go too long without feeding.
Lair and Lair Actions
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