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A plethora of fey!
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<blockquote data-quote="BOZ" data-source="post: 139757" data-attributes="member: 1241"><p>RED CAP</p><p>Small Fey</p><p>Hit Dice: 5d6+15 (32 hp)</p><p>Initiative: +6 (Dex, Improved Initiative)</p><p>Speed: 40 ft</p><p>AC: 18 (+1 size, +2 Dex, +5 natural)</p><p>Attacks: 2 claws +7 melee, bite +2 melee; or quarterstaff +7 melee; or rock +5 ranged</p><p>Damage: Claw 1d6+4, bite 1d4+2; or quarterstaff +4; or rock 1d4+6 and special</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Rocks</p><p>Special Qualities: Weapons immunity, susceptible to turning (vulernability)</p><p>Saves: Fort +6, Ref +6, Will +7</p><p>Abilities: Str 18, Dex 14, Con 17, Int 16, Wis 17, Cha 13</p><p>Skills: Bluff +7, Escape Artist +8, Hide +11, Intimidate +9, Jump +9, Listen +10, Move Silently +9, Search +6, Sense Motive +6, Spot +10</p><p>Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, Power Attack</p><p></p><p>Climate/Terrain: Temperate forest and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 4</p><p>Treasure: No coins; 50% goods; 50% items</p><p>Alignment: Always chaotic evil</p><p>Advancement: 6-10 HD (Small); 11-15 HD (Medium-Size)</p><p></p><p>Red caps are mischevously murderous relatives of leprechauns, and the most physically powerful of fey. Red caps do resemble leprechauns, though they are large and muscular and stand four feet tall. These fey are irredeemably evil, and live in abandoned castles and towers, from which they drop rocks onto unsuspecting passersby. They wear similar hats and clothing to leprechauns, and dye their hair and caps red with their victims' blood, hence their name. Red caps speak Sylvan.</p><p></p><p>COMBAT</p><p>A red cap's usual strategy for combat is to lie in wait from its hiding spot, then drop rocks on people when they pass by. If the victims survive the attack and spot the red cap, the wicked fey will jump down and engage them in melee, striking with its long claws and sharp teeth. They also carry a staff into battle, and very rarely this will be a magical staff.</p><p> Rocks (Ex): Red caps can drop one rock per round, using height and strength to maximum effectiveness. Each rock causes 1d4 damage for every 10 feet it falls.</p><p> Weapons Immunity (Su): Red caps are immune to damage from all weapons made by mortal hands (including magical ones), except for swords of any type.</p><p> Susceptible to Turning (Ex): Although red caps are not undead or outsiders, they have an innate terror of priests. Red caps can be turned or rebuked as if they were undead, by clerics and paladins, but the more serious effects of turning will not affect them.</p><p></p><p>FAR DARRIG</p><p>Far darrig are three foot tall cousins of leprechauns which travel in small groups (1-4). They dress in red, but unlike their evil cousins, the red caps, their clothes are not dyed with blood. These fey do possess a mildly dangerous sense of humor, however, and love to play practical jokes on beings of lawful alignment. In addition to the powers that lepechauns have, a far darrig has can cast one arcane cantrop per round as a spell-like ability. Far darrig can also use arcane spell scrolls, and if they can acess a spellbook, they can memorize one 1st-level spell from it per day.</p><p></p><p>GEANNCANAC</p><p>Geanncanac are closely related to the far darrig. The only significant difference between them is that the geanncanac are more malicious, and are chaotic evil in alignment. They play cruel and often deadly tricks on all who are unlucky enough to meet them.</p><p></p><p>The red cap, far darrig, and geanncanac first appeared in Dragon Magazine issue #158 (1990).</p><p></p><p>**</p><p>Original stats from DRAGON 158:</p><p></p><p>Red cap</p><p>CLIMATE/TERRAIN: Temperate forests and ruins</p><p>FREQUENCY: Very rare</p><p>ORGANIZATION: Solitary</p><p>ACTIVITY CYCLE: Any</p><p>DIET: Omnivore</p><p>INTELLIGENCE: Exceptional</p><p>TREASURE: G (reduce coinage by 90%)</p><p>ALIGNMENT: Chaotic evil</p><p>NO. APPEARING: 1</p><p>ARMOR CLASS: 4 </p><p>MOVEMENT: 15</p><p>HIT DICE: 5</p><p>THAC0: 15</p><p>NO. OF ATTACKS: 3</p><p>DAMAGE/ATTACK: 1-6/1-6/1-3 or by weapon type</p><p>SPECIAL ATTACKS: Hurl rocks</p><p>SPECIAL DEFENSES: See below</p><p>MAGIC RESISTANCE: Nil</p><p>SIZE: S (4’ tall)</p><p>MORALE: Steady (12)</p><p>XP VALUE: 420</p><p></p><p>Believed by some authorities to be a subrace of leprechauns, the red caps are closely related to the far darrig and geanncanac. Red caps are remarkably strong, having strengths of 18 ( + 2 to weapons damage). Red caps occupy abandoned castles and towers, from which they drop rocks onto passersby for 1-4 hp damage per 10’ fallen. The red caps use the victim’s blood to dye their hair and caps.</p><p>Though they aren’t undead, the red caps may be turned by a cleric as shadows because of their innate terror of priests. Only swords (magical or not) of all weapons will do damage to these creatures; spells have normal effects, however. Red caps have long claws and sharp teeth which they use in combat. Red caps often (70%) carry staves, of which 10% are magical.</p></blockquote><p></p>
[QUOTE="BOZ, post: 139757, member: 1241"] RED CAP Small Fey Hit Dice: 5d6+15 (32 hp) Initiative: +6 (Dex, Improved Initiative) Speed: 40 ft AC: 18 (+1 size, +2 Dex, +5 natural) Attacks: 2 claws +7 melee, bite +2 melee; or quarterstaff +7 melee; or rock +5 ranged Damage: Claw 1d6+4, bite 1d4+2; or quarterstaff +4; or rock 1d4+6 and special Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Rocks Special Qualities: Weapons immunity, susceptible to turning (vulernability) Saves: Fort +6, Ref +6, Will +7 Abilities: Str 18, Dex 14, Con 17, Int 16, Wis 17, Cha 13 Skills: Bluff +7, Escape Artist +8, Hide +11, Intimidate +9, Jump +9, Listen +10, Move Silently +9, Search +6, Sense Motive +6, Spot +10 Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, Power Attack Climate/Terrain: Temperate forest and underground Organization: Solitary Challenge Rating: 4 Treasure: No coins; 50% goods; 50% items Alignment: Always chaotic evil Advancement: 6-10 HD (Small); 11-15 HD (Medium-Size) Red caps are mischevously murderous relatives of leprechauns, and the most physically powerful of fey. Red caps do resemble leprechauns, though they are large and muscular and stand four feet tall. These fey are irredeemably evil, and live in abandoned castles and towers, from which they drop rocks onto unsuspecting passersby. They wear similar hats and clothing to leprechauns, and dye their hair and caps red with their victims' blood, hence their name. Red caps speak Sylvan. COMBAT A red cap's usual strategy for combat is to lie in wait from its hiding spot, then drop rocks on people when they pass by. If the victims survive the attack and spot the red cap, the wicked fey will jump down and engage them in melee, striking with its long claws and sharp teeth. They also carry a staff into battle, and very rarely this will be a magical staff. Rocks (Ex): Red caps can drop one rock per round, using height and strength to maximum effectiveness. Each rock causes 1d4 damage for every 10 feet it falls. Weapons Immunity (Su): Red caps are immune to damage from all weapons made by mortal hands (including magical ones), except for swords of any type. Susceptible to Turning (Ex): Although red caps are not undead or outsiders, they have an innate terror of priests. Red caps can be turned or rebuked as if they were undead, by clerics and paladins, but the more serious effects of turning will not affect them. FAR DARRIG Far darrig are three foot tall cousins of leprechauns which travel in small groups (1-4). They dress in red, but unlike their evil cousins, the red caps, their clothes are not dyed with blood. These fey do possess a mildly dangerous sense of humor, however, and love to play practical jokes on beings of lawful alignment. In addition to the powers that lepechauns have, a far darrig has can cast one arcane cantrop per round as a spell-like ability. Far darrig can also use arcane spell scrolls, and if they can acess a spellbook, they can memorize one 1st-level spell from it per day. GEANNCANAC Geanncanac are closely related to the far darrig. The only significant difference between them is that the geanncanac are more malicious, and are chaotic evil in alignment. They play cruel and often deadly tricks on all who are unlucky enough to meet them. The red cap, far darrig, and geanncanac first appeared in Dragon Magazine issue #158 (1990). ** Original stats from DRAGON 158: Red cap CLIMATE/TERRAIN: Temperate forests and ruins FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Exceptional TREASURE: G (reduce coinage by 90%) ALIGNMENT: Chaotic evil NO. APPEARING: 1 ARMOR CLASS: 4 MOVEMENT: 15 HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-6/1-6/1-3 or by weapon type SPECIAL ATTACKS: Hurl rocks SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: S (4’ tall) MORALE: Steady (12) XP VALUE: 420 Believed by some authorities to be a subrace of leprechauns, the red caps are closely related to the far darrig and geanncanac. Red caps are remarkably strong, having strengths of 18 ( + 2 to weapons damage). Red caps occupy abandoned castles and towers, from which they drop rocks onto passersby for 1-4 hp damage per 10’ fallen. The red caps use the victim’s blood to dye their hair and caps. Though they aren’t undead, the red caps may be turned by a cleric as shadows because of their innate terror of priests. Only swords (magical or not) of all weapons will do damage to these creatures; spells have normal effects, however. Red caps have long claws and sharp teeth which they use in combat. Red caps often (70%) carry staves, of which 10% are magical. [/QUOTE]
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