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Redcap Blood Sage: Difference between revisions
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[[Category: Fey]][[Category: Redcaps]] | [[Category: Fey]][[Category: Redcaps]] | ||
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Revision as of 00:25, 11 September 2023
Redcap Blood Sage | |||||||
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Stats | |||||||
Level 4 | |||||||
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Race | Redcap | ||||||
Type | Fey | ||||||
HP | 27 | ||||||
AC | 12 | ||||||
Movement Speed | 9m / 30ft | ||||||
Size | Medium | ||||||
Weight | 50kg / 100lbs | ||||||
Proficiency Bonus | +2 | ||||||
Initiative | +1 | ||||||
Passive features | |||||||
Character information | |||||||
Location | Sunlit Wetlands | ||||||
Allies | Other Redcaps. Auntie Ethel. | ||||||
Experience on kill | 40 | ||||||
Redcap Blood Sages are a type of Fey creature found in the Sunlit Wetlands during Act One, being in the service of Auntie Ethel. Small, homicidal creatures born of bloodlust, they have to keep their caps steeped in blood to survive.
Initially they aren't hostile, pretending to be sheep if you have or not overcome the illusion of the wetlands. However, if Ethel is made hostile in any way, they will become hostile when next encountered. Early on, they can prove to be quite difficult foes because of their unique spells and abilities.
Attacks and Abilities
Unarmed Strike
Hit a target with your bare fists.
Attack roll: +5
Open Wounds
Rend a creature's flesh and make them Bleeding.
DC 12 Dexterity saving throw to avoid damage and gain the Bleeding condition for Duration: 2 turns.
Bloodlust
The redcap's bloodthirsty cries fill one of its allies with bloodlust. It heals when it kills a creature and can attack three times.
Range: 12 m / 40 ft
Recharge: Per combat
- When a Redcap has this spell on them, they regain
when they kill something and can use their Multiattack.
Hold Person
Casts Hold Person spell.
DC 12 Wisdom saving throw
Range: 18 m / 60 ft
Tactics
The Blood Sage favors keeping back from fighting, instead favoring spells to support their kind from the small island in the swamp. They will focus putting Bloodlust on a Redcap so they can use their powerful Multiattack before following up with Open Wounds to give more of an advantage to their allies. Otherwise, they will use Hold Person instead to leave an enemy helpless to attack.
Despite their spells, they are quite helpless in a direct fight since they lack any weapons. It is best to close the distance to them and focus on attacking them to break their Concentration with Bloodlust or Hold Person. If someone is hit but their Open Wounds spell, a simple healing spell or potion will remove the Bleeding condition.