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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
Like some miniscule, wicked old man, this snarling little humanoid wears metal boots and a blood-red pointed cap.
Redcap CR 6
XP 2,400
NE Small fey
Init +8; Senses low-light vision; Perception +12
Defense
AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
hp 60 (8d6+32); fast healing 3
Fort +6, Ref +10, Will +7
DR 10/cold iron
Weaknesses irreligious
Offense
Speed 60 ft.
Melee Medium scythe +10 (2d4+10/×4), kick +4 (1d4+6)
Statistics
Str 18, Dex 19, Con 18, Int 16, Wis 13, Cha 15
Base Atk +4; CMB +7; CMD 21
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (scythe)
Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Escape Artist +15, Intimidate +10, Knowledge (nature) +14, Perception +12, Sense Motive +12, Stealth +19
Languages Aklo, Common, Giant, Sylvan
SQ boot stomp, heavy weapons, red cap
Ecology
Environment temperate forests, mountains, or underground
Organization solitary, pair, or gang (3–12)
Treasure NPC gear (leather armor, Medium scythe, other treasure)
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.
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.