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