Blood soaked cap. The blood soaked hat they wear is their calling card of sorts. This is important as if the hat ever dries out the blood cap does in the material realm, and returns to the fey wylde for 1d12 weeks, before being allowed to return.
There are many things the blood soaked cap does for the blood cap.
- Increases their damage dice to a d12
- Allows them to use maddening suffocation
- Allows them to use blink as an at will spell.
A cap that is soaked in the blood of a medium creature will need to be re soaked 10 days later. This is usually not an issue as Bloodcaps love to kill. (DM note I leave it up to you weather water spells or washing the cap will dilute and remove the blood or if it is magically there. Dust of dryness should be allowed to dry the blood from a cap immediately)
Maddening Suffocation. The Blood cap makes a melee attack. If successful, the target must make a DC 15 intelligence saving throw. On a successful throw the target is blinded for 1 round, on a fail save the target begins to attempt to remove the madness from their head in the most violent way possible. They take 1d10 + character level a round in bludgeoning damage (this damage can not be reduced in any way) characters may repeat the saving throw depending on their intelligence modifier.
- +4 to +5 - every round
- +2 to +3 - every two rounds
- 0 to 1 - every 3 rounds
- Any negative modifiers the person is stuck until a lesser restoration is used. Or they die or go unconscious.
Fey Cunning. They may use misty step once a day as a reaction with the following changes.
- They leave behind a misty cloud of frost and cold
- They may increase the distance to 200 feet.
Iron bite and digestion. The Bloodcaps teeth are blunt dull but incredibly powerful. Their teeth can chew three any material. Likewise their stomachs can digest anything. Although, they can not destroy legendary and artifact items like a trasque stomach they can destroy magical items if they swallow them. This is not something they do in combat as having the ability doesnt mean it happened instantly. Generally the more special or harder the metal or material the longer it takes to eat. This could be used as a plot hook for players to retrieve lost magical items.
If they do use it in combat make them damage the weapon in such a way that finesse weapons have disadvantage to use them or brute type strength weapons now deal one die step lower. Magical items should never be allowed to be damaged more than once. While as a common dagger can easily be eaten if the blood cap takes a round to devour it.
Spellcasting. The Blood Cap is a 2nd-level spellcaster. Its spellcasting ability is charisma (spell save DC 13, +3 to hit with spell attacks). The Blood caphas following spells prepared, not all Blood caps cast spells:
Cantrips (at will): [spell name]Ray of Frost[/spell name]
1st level (# slots): [spell name][spell name]
Multi Attack. The Blood Caps may do two knife attacks, or two scythes attacks, or two ranged attacks. Not all blood caps have scythes, knifes, and bows. If the blood cap has a bow they will usually have a knife in addition. If they have a scyth, they generally wont have any other weapon.
You should change the Dex and Str score for the Scyth wielding bloodcaps
Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Blood curse, if the target is struck by this weapon they must make a DC 14 constitution saving throw. On a failed saved the target is poisoned and suffers a 1d4 constitution score loss. The target may repeat this save at the end of their next turn. Each turn the character suffers another 1d4 loss till they save or the poison is removed. Once the poison is removed all Constitution loss is restored to normal. On a successful save you gain resistance to additional poison attempts for 1 minute.
Scyth. Melee Weapon Attack: +3 to hit, reach 10 ft., two target. Hit: 7 (1d8 +#3) slashing damage. Blood curse, if the target is struck by this weapon they must make a DC 14 constitution saving throw. On a failed saved the target is poisoned and suffers a 1d4 constitution score loss. The target may repeat this save at the end of their next turn. Each turn the character suffers another 1d4 loss till they save or the poison is removed. Once the poison is removed all Constitution loss is restored to normal. On a successful save you gain resistance to additional poison attempts for 1 minute.
Shortbow. RangedWeapon Attack: +4 to hit, range 30/160 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Fey Touched. when struck by an blood caps arrow they target must make a DC 14 wisdom saving throw.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 15 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
For the unwary visitor to their lair, Bloodcaps can be deeply dangerous creatures. These malevolent little folk are nasty and vile fey folk hell bent on chaos and death.
Fey scholars claim the bloodcaps mustn’t let the blood dry out since they die if it does. Scholars claim bloodcaps appear most times as old men. With long tangled hair, flaming red eyes, and vicious talons, you’d think most people might avoid them. For those daft enough to venture too close, they use their weaponary. The unlucky ones they hit end up providing that fresh blood for their caps. They wear iron boots and can carry an iron scythe, knifes, and or short bows, though apparently, you’d be hard pressed to outrun one.
Blood caps have an insatiable hunger and appetite. Being creatures of Fey they ha e no use for magical items so often when they find them they try and eat them. The ability to chew through any material does take some time and isnt something they can do in combat presay. But trying to cage a blood cap in a material cage or even said to be a force cage has proven pointless. As it seems that bloodcaps can eat their way through even magical effects. Although damaging magical weapons by biting them in combat may happen but is generally not a tactic the blood caps do, if an opponent it to strong for them they simply misty step away and come back later.
The blood caps are extremely vengeful, but not stupid, if they are seriously over powered they will simply retreat and find something weaker to kill in the most brutal of fashions.
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