Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder

Compendium

Type to search for a spell, item, class — anything!

Redcap

Edit Page Content

Redcaps embody both capriciousness and sadism. These stumpy, misanthropic fey freaks exist seemingly to indulge in blissful bloodletting and self-indulgent slaughter. Like prune-faced, angry old men, they mollycoddle their own inefficiencies and miseries in gore. Redcaps are most widely recognized for their long woolen caps, which they drench in the blood of their victims. Rumors and fairy stories abound concerning rituals and the cultural significance of their blood-soaked caps, though the practice likely evolved as an easy way for the brutish runts to create both fear and spectacle. Redcaps typically stand only 3 feet tall, with twisted frames, pointed ears, and long white beards. They dress in soiled leather armor and wear oversized, iron-shod boots that make a distinctive clanging when they run.

Special Abilities

Boot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if it had the Spring Attack Feat.

Heavy Weapons (Ex) A redcap can wield weapons sized for Medium creatures without penalty.

Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the creature must make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who successfully saves is shaken for 1 minute.

Red Cap (Su) A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls (included in the above totals) and fast healing 3. These benefits are lost if the cap is removed or destroyed. Caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes a standard action to dip the cap in the blood of a foe the redcap helped to kill, the cap does not grant its bonuses.

Attributes

AC
20, Touch 15, Flat-footed 16 (+2 Armor, +4 Dex, +3 Natural, +1 Size)
Alignment
Ne
Base Atk
+4
CMB
+7
CMD
21
CR
CR 6
Cha
15
Con
18
Creature Type
Fey
DR
10/cold Iron
Dex
19
Environment
Temperate Forests, Mountains, Or Underground
Feats
Cleave , Improved Initiative , Power Attack , Weapon Focus (Scythe)
Fort
+6
HP
60 (8d6+32); Fast Healing 3
Init
Ne Small Fey +8
Int
16
Languages
Aklo, Common, Giant, Sylvan
Melee
Medium Scythe +10 (2d4+10/ × 4), Kick +4 (1d4+6)
Organization
Solitary, Pair, Or Gang (3-12)
Ref
+10
SQ
Boot Stomp, Heavy Weapons, Red Cap
Senses
Low-light Vision; Perception +12
Size
Small
Skills
Acrobatics +15 (+27 Jump), Bluff +13, Climb +15, Escape Artist +15, Intimidate +10, Knowledge (Nature) +14, Perception +12, Sense Motive +12, Stealth +19
Speed
60 Ft.
Str
18
Treasure
Npc Gear (Leather Armor, Medium Scythe, Other Treasure)
Weaknesses
Irreligious
Will
+7
Wis
13
XP
2,400
Advertisement Create a free account