Brensen Firecask
CREATURE 7Variant male redcap
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
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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.
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
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.