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There is a Remastered version here.

PFS StandardRedcap

Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of good 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 these cruel little fey are their iron-clad boots, and the clanging sound of their metal soles clanking on stone floors is both discordant and disconcerting— especially to those who recognize the sound for what it is. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair.

Recall Knowledge - Fey (Nature): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak RedcapCreature 4

Legacy Content

CE Small Fey 
Source Bestiary pg. 278
Perception +12; low-light vision
Languages Common, Sylvan
Skills Acrobatics +11, Athletics +13, Deception +9, Intimidation +11, Nature +8, Stealth +11
Str +4, Dex +4, Con +2, Int +1, Wis +1, Cha +2
Red Cap (necromancy, 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.
Items iron boots, red cap, scythe
AC 19; Fort +9, Ref +13, Will +8
HP 45 (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 17 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 +13 [+8/+3] (deadly 1d10, trip), Damage 1d10-2+10 slashingMelee [one-action] boot +11 [+7/+3] (agile, versatile B), Damage 1d6-2+8 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.Deadly Cleave [reaction] Trigger The redcap reduces a creature to 0 Hit Points with a scythe Strike. Effect The redcap makes another scythe Strike against a different creature, using the same multiple attack penalty as the scythe Strike that triggered this reaction. This counts toward its multiple attack penalty.Stomp [one-action] 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 persistent bleed damage.

Sidebar - Locations Redcap Locations

Unlike some fey, redcaps don't embody a particular natural feature or environment, so they can be found almost anywhere. They tend to prefer areas that allow them to hide or at least get behind cover with their quick movement, such as forests, mountains, and underground tunnels and caverns.

Sidebar - Treasure and Rewards Redcap Treasure

A redcap's boots and cap are of little value to other creatures, but it carries a scythe and various valuable trophies from its kills.