Brensen FirecaskCreature 7
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +15 (low light vision)
Languages Common, Varisian
Skills Lore +17, Acrobatics +13, Athletics +16, Deception +15, Intimidation +15, Society +13
Str +5, Dex +4, Con +2, Int +2, Wis +4, Cha +2
AC 25; Fort +13; Reflex +17; Will +15;
HP 90 (fast healing 10)
Speed 50 feet
Weaknesses Cold Iron 10
Glaive
+17 (+12, +7) to hit (deadly d8, forceful, magical, reach 10) 2d8+7 SlashingIron Boot
+16 (+12, +8) to hit (agile, versatile b) 2d6+7 PiercingRed Cap (primal)
A redcap's woolen hat is dyed with the blood of their victims. If the redcap loses their cap, they no longer benefit from fast healing and take a –4 status penalty to their damage rolls. They can create a new cap in 10 minutes, but that cap doesn't grant them 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.
Effect: Lost Red Cap
Fast Healing 10A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Bolster Life
(concentrate, manipulate)Frequency once per day
Effect When held to the chest and focused upon, the soul energy within the soulheart floods outward and bolsters your life force, granting you 6 temporary Hit Points (or 3 temporary Hit Points if it's nighttime). These temporary Hit Points last for 8 hours.
Divine Revulsion (emotion, fear, mental)If a redcap 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 redcap must attempt a DC 24 will save. The DC is DC 26 will against a symbol of Shelyn and DC 34 will against his lucky dawnsilver corkscrew.
They then become 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.
Sommelier's Mockery
(mental)Trigger A creature Brensen can see within 30 feet spends an action retching in an attempt to recover from the sickened condition and fails
Effect Brensen points and laughs at the triggering creature, causing their sickened condition value to increase by 1, or to fall Prone if their sickened condition value is already Sickened 3.
Soak Cap
(manipulate)Brensen dips his cap into red wine or blood from a slain foe. Wine must have been opened by Brensen within the last minute. Blood must be from a creature Brensen helped kill and must have died within the last minute. He gains a +4 status bonus to damage rolls and Fortitude saves for 1 minute.
Effect: Blood Soak
Sommelier's Trick
(manipulate, mental, primal)Brensen takes a deep gulp of alcohol, then winks at a creature he can see within 30 feet. The alcohol he imbibed suddenly infuses the belly of the target, causing them to attempt a DC 25 fortitude save with the following effects.
Critical Success The creature is unaffected.
Success The creature becomes Sickened 1.
Failure The creature becomes Sickened 2 and falls Prone.
Critical Failure As failure, but the creature becomes Slowed 1 as long as it's remain sickened.
Stomp
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 bleed.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
FeyCreatures of the First World are called the fey.