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Redcap Brigade

Redcaps are sadistic fey known for their merciless bloodlust. When they gather into troops, they goad each other to greater heights of violence.

Recall Knowledge - Fey (Nature): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

Redcap BrigadeCreature 10

Gargantuan Fey Troop 
Source Battlecry! pg. 189
Perception +19; low-light vision
Languages Common, Fey
Skills Acrobatics +22, Athletics +22, Intimidation +22, Nature +17
Str +4, Dex +6, Con +4, Int +2, Wis +2, Cha +3
AC 29; Fort +18, Ref +22, Will +17
HP 165 (4 segments, fast healing 20); Thresholds 110 (3 segments), 55 (2 segments); Weaknesses area damage 10, cold iron 10, divine revulsion, splash damage 10
Divine Revulsion (emotion, fear, mental) If a redcap brigade 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 troop must attempt a DC 26 Will save. They then become temporarily immune to all brandished religious symbols for 10 minutes.Critical Success The troop is unaffected. Success The troop is frightened 1. Failure The troop is frightened 2. Critical Failure The troop is frightened 3. Troop Defenses
Speed 50 feet; troop movement
Blood Soak [free-action] Trigger The redcap brigade loses its first segment, causes another troop to lose its first segment, or is otherwise exposed to copious amounts of blood; Effect The redcap brigade gains a status bonus to damage rolls for 1 minute. The bonus is +2 if they spend one action on Bloody Reaping, +6 if they spend two actions, or +8 if they spend 3 actions. They gain a +4 status bonus to damage rolls with Bowl Over and Stomp.Bloody Reaping [one-action] to [three-actions] Frequency once per round; Effect The redcaps in the brigade wildly swing their halberds and sickles at each enemy in a 10-foot emanation, with a DC 26 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d10+2 slashing
[two-actions] 2d10+9 slashing
[three-actions] 3d10+10 slashing
Bowl Over and Stomp [two-actions] The redcap brigade Strides; they can pass through spaces of Medium or smaller creatures, but can't end their movement in them. All enemies whose spaces the redcap brigade passed through take 4d8 bludgeoning damage and must attempt a DC 26 Fortitude save. Bowl Over and Stomp damages each creature only once.
Critical Success The creature takes no damage.
Success The creature takes half damage. If it is prone, it also takes 1d6 persistent bleed damage.
Failure The creature takes full damage, is knocked prone, and takes 2d6 persistent bleed damage.
Critical Failure The creature takes double damage, is knocked prone, and takes 2d6 persistent bleed damage.
Deadly Swipes [reaction] Trigger The redcap brigade drops a creature to 0 Hit Points with Bloody Reaping; Effect The redcap brigade performs an additional one-action Bloody Reaping, ignoring the once per round frequency limitation. This does not deal damage to the triggering creature.

All Monsters in "Redcap"

NameLevel
Redcap Brigade10
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.