Redcap

Level 5 / Small / fey

Level5
Armor Class21
Hit Points60
Perception+12
Speed50 feet
STR+4modifier
DEX+4modifier
CON+2modifier
INT+1modifier
WIS+1modifier
CHA+2modifier
Saving Throws

Fortitude +11, Reflex +15, Will +10

Skills

Acrobatics +13, Athletics +15, Deception +11, Intimidation +13, Nature +10, Stealth +13

Senses

Low Light Vision

Languages

Common, Fey

Weaknesses

Cold Iron 5

Actions & Abilities

Iron Boot

Attack +13

Damage: 1d6+8 Piercing

Halberd

Attack +15

Damage: 1d10+10 Piercing

Red Cap

Passive

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.

Fast Healing 10

Passive

Divine Revulsion

Passive

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 save. 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 condition for 1 round and is Frightened 4.

Blood Soak

1 action

The redcap dips their 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 halberd Strike
Effect The redcap makes another halberd Strike against a different creature, using the same multiple attack penalty as the halberd Strike that triggered this reaction. This counts toward their multiple attack penalty as normal.

Stomp

1 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 creature, it deals an extra 2d6[bleed].

Creature Abilities

Red Cap. 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.

Divine Revulsion. 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 save. 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 condition for 1 round and is Frightened 4.

Blood Soak. The redcap dips their 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. Trigger The redcap reduces a creature to 0 Hit Points with a halberd Strike
Effect The redcap makes another halberd Strike against a different creature, using the same multiple attack penalty as the halberd Strike that triggered this reaction. This counts toward their multiple attack penalty as normal.

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 creature, it deals an extra 2d6[bleed].

Source, license, and attribution

Source: Pathfinder Monster Core (remaster-core-2026-08-10)

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core (c) 2024, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Kate Baker, Joshua Birdsong, Joseph Blomquist, Logan Bonner, Jason Bulmahn, James Case, John Compton, Paris Crenshaw, Adam Daigle, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Leo Glass, Matthew Goodall, BJ Hensley, Thurston Hillman, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Miko Kallio, Jason Keeley, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Robert G. McCreary, Philippe-Antoine Menard, Jacob W. Michaels, Dave Nelson, Jason Nelson, Tim Nightengale, Stephen Radney-MacFarland, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Amber Stewart, Jeffrey Swank, William Thompson, Jason Tondro, Clark Valentine, Landon Winkler, Tonya Woldridge, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.

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