← Bestiary index

Redcap Cavalry

Creature 6 (uncommon) — fey

Pre-Remaster content. May include legacy alignment.

CrasherFlankerLANDfeycold-iron-weak

Whomever first imagined putting a fey with a bloodsoaked hat on a giant blood-crazed insect certainly had a sense of humor, but that didn't stop the redcaps from trying to domesticate and train giant bloodseekers. Although a flying cavalry was Queen Frilogarma's goal, her court ended up accidentally inventing redcap racing. In this sport, one redcap with a freshly soaked cap is swung around a racetrack by a giant arm while several other redcaps on giant bloodseekers fly after them. The "bait" re

Source: sky-kings-tomb-bestiary (Pre-Remaster)

Perception +14; low-light-vision
Languages common, fey, sakvroth
Skills acrobatics +14, athletics +17, intimidation +13, nature +13, performance +11
Str
+5
Dex
+4
Con
+2
Int
+1
Wis
+3
Cha
+1
Items Scythe, Iron Boots, Red Cap
AC 23 Fort +12 Ref +14 Will +11
HP 75 (fast healing 10)
Weaknesses cold-iron 5
Speed 50 feet

Offense

Melee Scythe (deadly-d10, trip) +17, Damage 1d10+11 slashing
Melee Boot (agile, versatile-b) +15, Damage 1d6+9 piercing

Abilities

Not My Cap! (auditory) —
Red Cap (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.
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 21 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 (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.
Flyby Swing

WORKS WELL WITH

AnvilLANDA durable line-holder secures the early kills that fuel this striker's snowballing damage bonus.
SnareLANDA controller keeps targets grounded or Off-Guard so the trip-focused Strikes land cleanly.
MenderLANDHealing support offsets the tempo lost whenever a religious symbol forces a hesitant save.

PUNISHES

✖ prolonged attrition✖ standing melee✖ overextension
Avoid stacking with another cold-iron-weak fey; a single prepared party can neutralize the whole group's resistance profile at once.
Works well with · Punishes · Pairing advice Unlock with Tactics

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #194: Cult of the Cave Worm.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

Full licenses · Privacy · Terms · Walkthrough

Run Redcap Cavalry in the encounter builder — free, no install.

Open in PathfinderGM →