Hurtcap


  Hurtcap Roll Initiative
Small Fey, Chaotic Evil
Armor Class 13 (Natural Armor)
Hit Points 34 (6d6 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4)
12 (+1)
16 (+3)
14 (+2)
12 (+1)
10 (-)
Skills Athletics +7, Investigation 6
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Sylvan
Proficiency Bonus +3 Challenge 3
Death Prophet. If a hurtcap witnesses the death of another hurtcap, it consumes the misery of the dying creature, invigorating itself and gaining glimpses into the future. For the next 8 hours the hurtcap has advantage on all attack rolls, saving throws, and skill checks.  

Power through Misery. Whenever a hurtcap successfully hits with a bite attack, they gain +4 to their AC and +2 to saving throws until the end of their next turn.


Actions
Multiattack. The hurtcap makes two attacks with any combination of either its bite or dagger.   Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 8 ( 1d4+4 ) piercing damage.   Wicked Daggers. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 13 ( 2d4+4 ) slashing damage.  
"Hurtcaps play Dukerrin by their own rules, and they play it dirtier than anyone. The only thing you're likely to get from an interaction with one is an overfamiliarity with pain."

~ Saint Lofy Calibon
Priestess of Summertide
 
Description
Hurtcaps could almost be mistaken for gnomes if not for their aggressive, forward-leaning postures and vicious rows of fangs. They prefer to deploy daggers to do the dirty work, equally adept at wielding them in close combat or throwing them from a distance. Always carrying several blades, they know some small woodcraft like other caps, but mostly use it to lure in unwitting prey, prying out what they need and feeding on what remains.

History
Hurtcaps are cruel and cunning Otherwyld creations of Dipthi. They play the game of Dukkerin for keeps and are infamous for playing dirty. With a firm belief in superstition and future sight, they bleed others in hope of receiving hints and insight into the current round of Dukkerin that no one else can. This insight is gained by inflicting as much pain as possible on an innocent not involved in the game, often dragging victims into a nightmarish world of sinister fey.

Tactics
Hurtcaps prefer to work in pairs or trios to cast a wider net for victims and to quicken the mysterious knowledge granted to them from the pain they deliver. However, they are constantly backbiting and attempting to betray one another in order to be the first to victory.   They focus on causing pain and extracting information. Using their size and strength to their advantage, they try to attack targets from beneath cover or drag smaller folk away to murder at their leisure.

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