Redcap CavalryCreature 6
Source Pathfinder #194: Cult of the Cave Worm
Perception +14 (low light vision)
Languages Common, Fey, Sakvroth
Skills Acrobatics +14, Athletics +17, Intimidation +13, Nature +13, Performance +11
Str +5, Dex +4, Con +2, Int +1, Wis +3, Cha +1
AC 23; Fort +12; Reflex +14; Will +11;
HP 75 (fast healing 10)
Speed 50 feet
Weaknesses Cold Iron 5
Scythe
+17 (+12, +7) to hit (deadly d10, trip) 1d10+11 SlashingBoot
+15 (+11, +7) to hit (agile, versatile b) 1d6+9 PiercingNot My Cap!
(auditory)Trigger Their bloodseeker mount fails their blood-crazed flat check
Requirements the redcap is mounted on a giant bloodseeker
Effect The bloodseeker may reroll the flat check.
Red Cap (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.
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.
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 21 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
Blood Soak
(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.
Effect: Blood Soak
Flyby Swing
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.
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.
In the Ether Court, redcaps train to ride giant bloodseeker specially bred to be mounts. While their fey cousins outside the court see this as folly, redcap courtiers consider riding bloodseekers a noble sport.
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FeyCreatures of the First World are called the fey.