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Redcap Blood killer

Redcap Blood killer

Small fey, chaotic evil

The brutal executioners of the Veilwood fey. Redcaps descend upon wounded and isolated enemies with cleavers and Bloodhooks, finishing those the Quicklings have weakened. Their mounted brethren charge through broken formations atop Briarbacks, turning panic into slaughter.

Armor Class 14 (leather armor)
Hit Points 22 (5d6 + 5)
Speed 25 ft.
STR
16
(+3)
DEX
14
(+2)
CON
13
(+1)
INT
8
(-1)
WIS
10
(+0)
CHA
8
(-1)
Skills Athletics +5, Intimidation +1
Senses darkvision 60 ft., passive Perception 10
Languages Sylvan
Challenge 1 (200 XP)

Fey Ancestry. The redcap has advantage on saving throws against being charmed, and magic can't put it to sleep.

Outsize Strength. The redcap counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Blood Frenzy. The redcap has advantage on melee attack rolls against creatures that are below half their hit-point maximum.

Elf-Hater. The redcap has advantage on melee attack rolls against elves that are below half their hit-point maximum.

Actions

Bloodhook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the target is Large or smaller, the redcap can attempt to hook it. The target must succeed on a DC 13 Strength saving throw or be pulled 5 feet toward the redcap.

Multiattack. The redcap makes two Bloodhook attacks. I'd actually make this unavailable normally and give it to them only under certain circumstances if you want to keep the CR firmly around 1. Two attacks averaging 7 damage each can push their damage output too high for CR 1.

Blood-Crazed Strike. If the redcap has advantage on its attack because of Blood Frenzy, its Bloodhook deals an additional 3 (1d6) damage.