Redcap
Creature 5 — fey
CrasherLANDfey
Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcaps of other genders are no less fearsome or cruel. However, redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of 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
Source: pathfinder-monster-core
Perception +12; low-light-vision
Languages common, fey
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
Items Halberd, Iron Boots, Red Cap
AC 21
Fort +11
Ref +15
Will +10
HP 60 (fast healing 10)
Weaknesses cold-iron 5
Speed 50 feet
Offense
Melee Iron Boot (agile, versatile-b) +13, Damage 1d6+8 piercing
Melee Halberd (reach-10, versatile-s) +15, Damage 1d10+10 piercing
Abilities
Red Cap (primal) — A redcap's woolen hat is dyed with the blood of their victims. If the redcap loses their cap, they no longer benefit from fast healing and take a –4 status penalty to their damage rolls. They can create a new cap in 10 minutes, but that cap doesn't grant them 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 deity (which requires an Interact action by that creature) or cast a divine spell while wearing a religious symbol, the redcap must attempt a DC 19 Will save. They then become 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 their 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.
Deadly Cleave —
Stomp — 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 bleed.
WORKS WELL WITH
SnareLANDA controller that knocks a target Prone lets the redcap's Stomp add extra bleed damage.
AnvilLANDA durable frontline occupies enemies so the redcap can flank into cleave range unopposed.
SniperLANDRanged pressure finishes low-health targets after the redcap's cleave spreads damage around.
PUNISHES
✖ clumping✖ low AC✖ melee reliance
Avoid stacking another Crasher; both compete for the killing blow that fuels the redcap's self-buff.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Redcap in the encounter builder — free, no install.
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