All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Redcap Cavalry

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” redcap doesn't usually survive, but they are the center of attention for about two minutes.

Recall Knowledge - Fey (Nature): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Redcap CavalryCreature 6

Legacy Content

Uncommon CE Small Fey 
Source Pathfinder #194: Cult of the Cave Worm pg. 88
Perception +8; low-light vision
Languages Common, Sylvan, Undercommon
Skills Acrobatics +8, Athletics +11, Intimidation +7, Nature +7, Performance +5
Str +5, Dex +4, Con +2, Int +1, Wis +3, Cha +1
Items iron boots, red cap, scythe
AC 17; Fort +6, Ref +8, Will +5
HP 75 (fast healing 10); Weaknesses cold iron 5, divine revulsion
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 15 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.
Speed 50 feet
Melee [one-action] scythe +11 [+6/+1] (deadly d10, trip), Damage 1d10+11 slashingMelee [one-action] boot +9 [+5/+1] (agile, versatile B), Damage 1d6+9 piercingBlood Soak [one-action] (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 [reaction] Trigger The recap's bloodseeker mount moves away from a creature within the redcap's reach; Requirements The redcap is mounted on a giant bloodseeker; Effect The redcap Strikes the creature with their scythe.

All Monsters in "Redcap"

NameLevel
Redcap Cavalry6

Redcap

Source Pathfinder #194: Cult of the Cave Worm pg. 88
Nethys Note: no description has been provided for this family

Sidebar - Additional Lore That Bloody Hat

Even when a redcap isn't taking persistent bleed damage, their red caps drip crimson, soaked in the blood of their enemies. This is more than enough to provoke creatures who react strongly to the scent of blood. Creatures with scent treat a redcap as a creature taking persistent bleed damage.