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RedcapCreature 5


CESmallFey
Source Pathfinder Bestiary
Perception +12 (low-light vision)
Languages Common, Sylvan
Skills Acrobatics +13, Athletics +15, Deception +11, Intimidation +13, Nature +10, Stealth +13
Str +4, Dex +4, Con +2, Int +1, Wis +1, Cha +2

AC 21; Fort +11; Reflex +15; Will +10;
HP 60 (fast healing 10)
Speed 50 feet
Weaknesses Coldiron 5

Scythe One Action +15 (+10, +5) to hit (deadly d10, trip) 1d10+10 Slashing
Boot One Action +13 (+9, +5) to hit (agile, versatile b) 1d6+8 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Red Cap (necromancy, primal)

A redcap's woolen hat is dyed with the blood of its victims. If the redcap loses its cap, it no longer benefits from fast healing and takes a -4 status penalty to its damage rolls. It can create a new cap in 10 minutes, but that cap doesn't grant its powers until the redcap has turned it red with Blood Soak. A cap has no benefit for creatures other than the redcap who made it.

Effect: Lost Red Cap

Fast Healing 10

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Divine Revulsion (emotion, fear, mental)

If a redcap sees a creature brandish a religious symbol of a good deity (which requires an interact action by that creature) or use one to cast a divine spell, the redcap must attempt a DC 19 will save. It then becomes temporarily immune to all brandished religious symbols for 10 minutes.


Critical Success The redcap is unaffected

Success The redcap is Frightened 2

Failure The redcap gains the Fleeing condition for 1 round and is Frightened 4

Blood Soak One Action (manipulate)

The redcap dips its cap in the blood of a slain foe. The foe must have died in the last minute, and the redcap must have helped kill it. The redcap gains a +4 status bonus to damage rolls for 1 minute.

Effect: Blood Soak

Deadly Cleave Reaction

Trigger The redcap reduces a creature to 0 Hit Points with a scythe Strike.


Effect The redcap makes another scythe Strike against a different creature, using the same multiple attack penalty as the scythe Strike that triggered this reaction. This counts toward its multiple attack penalty.

Stomp One Action

The redcap Strides up to half its Speed and makes a boot Strike at any point during that movement. If the boot Strike hits a Prone creature, it deals an extra 2d6 Persistent Bleed Damage.


Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of good deities. Many fairy tales explain how the redcaps draw power from dipping the hats for which they are named in fresh blood. Just as iconic to these cruel little fey are their iron-clad boots, and the clanging sound of their metal soles clanking on stone floors is both discordant and disconcerting-especially to those who recognize the sound for what it is. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fey

Creatures of the First World are called the fey.