Redcap

Creature 5
  • Small
  • fey
Perception
+12; low light vision
Languages
Common, Fey
Skills
Acrobatics +13, Athletics +15, Deception +11, Intimidation +13, Nature +10, Stealth +13
Str +4, Dex +4, Con +2, Int +1, Wis +1, Cha +2
Items
halberd, iron boots, red cap

Red 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

AC
21; Fort +11, Ref +15, Will +10
HP
60, fast healing 10; Weaknesses cold iron 5

Fast Healing 10

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 19 Will 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 Fleeing condition for 1 round and is Frightened 4.

Speed
50 feet

Melee ◆ iron boot +13 (agile, versatile b), Damage 1d6+8 piercing

Melee ◆ halberd +15 (reach 10 feet, versatile s), Damage 1d10+10 piercing

Blood Soak ◆ (manipulate) 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.

Effect: Blood Soak

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 Prone creature, it deals an extra 2d6 bleed.

Source: Pathfinder Monster Core

Running this fight? Add the redcap to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

ORC Notice. From Pathfinder Monster Core (© 2024 Paizo Inc.) and Monster Core 2 (© 2025 Paizo Inc.). This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.paizo.com/orclicense, www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein. "Pathfinder" is a trademark of Paizo Inc.; this site is not published, endorsed or approved by Paizo Inc.

Full attribution and authors