Page 58 - Dragonix - DM Options, Monster Talents II
P. 58
The quickling's innate spellcasting ability is move up to its speed toward a hostile creature that
Wisdom (spell save DC 11). The quickling can it can see that doesn't have all its hit points.
innately cast the following spells, requiring no
material components:
At will (each): disguise self, silent image, vicious Reaping Sickle
mockery. Type: Trait.
1st level: hex
Reaping Sickle. Any wicked sickle attack roll the
redcap makes against a creature that doesn't have
Stab Foot all its hit points is a critical hit on a roll of 19 or 20
Type: Trait. on a d20.
Stab Foot. Once per turn when the quickling hits
a Large or smaller humanoid creature with a Staggering Boot
dagger attack and deals damage, it can reduce the Type: Trait.
speed of the target by 10 feet until the start of the
A creature that fails its saving throw against the
quickling's next turn.
redcaps's Ironbound Pursuit attack by 5 or more is
stunned for 1 minute. A stunned creature can
Swarm Tactics repeat the saving throw at the end of each of its
Type: Trait. turns, ending the effect on itself with a success.
Swarm Tactics. The quickling pack lord has
advantage on an attack roll against a creature if at
least two of the quickling's allies is within 5 feet of
the creature and the allies aren't incapacitated.
Redcap
The redcap (CR 3) can have a maximum of 2 talents.
Dip Cap in Blood
Type: Trait.
Dip Cap in Blood. As a bonus action, the redcap
dips its cap in a space where a creature took
bludgeoning, piercing, or slashing damage and was
reduced to 0 hit points within the past hour. For 1
minute, the redcap has advantage on melee attack
rolls against any creature that doesn't have all its
hit points.
Go for the Kill
Type: Trait.
Go for the Kill. As a bonus action, the redcap can
Chapter 1. Volo's Guide to Monsters 57

