Redcap

Type: 8th Level Fey
Size: Small
Speed: 60 ft.
Abilities: Str +4, Dex +5, Con +4, Int +3, Wis +1, Cha +2
Skills: Acrobatics 11 (+16, +15 armor), Bluff 11 (+13), Intimidate 11 (+11), Jump 11 (+15, +14 armor), Knowledge (nature) 11 (+14), Notice 11 (+12), Stealth 11 (+20, +19 armor)
Feats: Attack Focus (scythe), Cleave, Improved Initiative, Night VisionB
Traits: Boot Stomp, Damage Reduction 4/cold iron, Fast Healing 3
Combat: Attack +10 (+4 base, +5 Dex, +1 size) (+11 with scythe), Damage +9 (scythe) or +6 (kick), Defense Dodge/Parry +10/+9 (+4 base, +1 size, +5 Dex, +4 Str), Initiative +9
Saving Throws: Toughness +5 (+4 Con, +1 natural, +1 armor, -1 size), Fortitude +6 (+2 base, +4 Con), Reflex +11 (+6 base, +5 Dex), Will +7 (+6 base, +1 Wis)


Boot Stomp: A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. It can use its boots to make an attack as part of its movement just as if it had the Move-By Action feat. A redcap is only treated as having Move-By Action when attacking with its boots and no other weapon.


Heavy Weapons: A redcap’s powerful hands and arms allow it to wield Medium weapons without penalty.


Irreligious: Bitter and blasphemous, a redcap cannot stand the symbols of virtuous religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the character becomes frightened for 1 minute and attempts to flee.


Red Cap: A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing its cap, a redcap gains a +2 bonus on damage and fast healing 3 (reflected above). These benefits are lost if the cap is removed or destroyed, and caps are not transferable, even between redcaps.


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