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From Pathfinder #194: Cult of the Cave Worm, which isn't enabled.

Redcap Cavalry

CREATURE 6

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.


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
Items Scythe, Iron Boots, Red Cap
Not 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


AC 23; Fort +12, Ref +14, Will +11
HP 75, fast healing 10; Weaknesses cold iron 5
Fast Healing 10

A 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


Speed 50 feet
Melee Scythe +17 (deadly d10, trip), Damage 1d10+11 slashing
Melee Boot +15 (agile, versatile b), Damage 1d6+9 piercing
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.
Pathfinder #194: Cult of the Cave WormOGL