Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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.
Ability
Critical Success
The redcap is unaffected.
Ability
Deadly Cleave
Circumstance: Trigger: The redcap reduces a creature to 0 Hit Points with a scy
The redcap makes another scythe Strike against a different creature, using the same multiple attack penalty as the scythe Strike that triggered this reaction. This counts toward its multiple attack penalty.
Ability
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 19 Will save. It then becomes temporarily immune to all brandished religious symbols for 10 minutes.
Ability
Failure
The redcap gains the fleeing condition for 1 round and is frightened 4.
Ability
Red Cap
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.
Ability
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 persistent bleed damage.
Ability
Success
The redcap is frightened 2.
Offense
Melee
Circumstance: combat round (melee)
scythe +15 [+10/+5] (deadly 1d10, trip), Damage 1d10+10 slashing
Trait
Fey
Creatures of the First World are called the fey.
Item
iron boots
red cap
scythe
Language
Common
Sylvan
Perception
low-light vision
Weakness
cold iron 5
divine revulsion