Redcap (CR 7/MR 3)

Like some miniscule, wicked old man, this snarling little humanoid wears metal boots and a blood-red pointed cap.

Mythic Redcap (CR 7/MR 3)
XP 3,200
Pathfinder Roleplaying Game Bestiary 2
NE Small fey (mythic)
Init +8; Senses low-light vision; Perception +12


AC 23, touch 15, flat-footed 19 (+2 armor, +4 Dex, +6 natural, +1 size)
hp 78 (8d6+50); fast healing 5
Fort +6, Ref +10, Will +7
Defensive Abilities DR 10/cold iron and epic
Weaknesses irreligious outrageMA


Speed 60 ft.
Melee +1 Medium scythe +12 (2d4+14/×4 plus 1d6 bleedMA), kick +5 (1d4+8 plus 1d6 bleedMA)
Special Attacks death to thievesMA, mythic power (3/day, surge +1d6)


Str 20, Dex 19, Con 18, Int 16, Wis 13, Cha 15
Base Atk +4; CMB +8; CMD 22
Feats CleaveMF, Improved Initiative, Power AttackMF, Weapon Focus (scythe)
Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +16, Escape Artist +15, Intimidate +10, Knowledge (nature) +14, Perception +12, Sense Motive +12, Stealth +19
Languages Aklo, Common, Giant, Sylvan
SQ boot stomp, heavy weapons, mythic red capMA


Environment temperate forests, mountains, or underground
Organization solitary, pair, or gang (1 mythic red cap, 2–12 nonmythic redcaps)
Treasure NPC gear (leather armor, +1 Medium scythe, other treasure)

Special Abilities

Boot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if it had the Spring Attack feat.

Death to Thieves (Ex) A mythic recap gains a +4 bonus on attacks of opportunity generated by attempts to disarm its scythe or steal its cap, and can make up to five such attacks of opportunity per round, including while flat-footed, as though it possessed the Combat Reflexes feat. If an attempt to disarm its scythe or steal its cap would not normally generate an attack of opportunity, a mythic redcap can take one by spending one use of mythic power as an immediate action. If a mythic redcap is affected by a magical effect that prevents it from taking such an attack of opportunity, and for which it received a saving throw, it may immediately make another saving throw to end the effect whenever such an attack of opportunity would be generated.

Heavy Weapons (Ex) A redcap can wield weapons sized for Medium creatures without penalty.

Irreligious Outrage (Ex) Bitter and blasphemous, mythic redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any mythic redcap that can see the creature must make a DC 15 Will save or become shaken for 1 minute. A redcap who successfully saves is enraged for 1 minute or until that foe is dead, whichever is shorter. An enraged mythic redcap focuses its attacks against the foe who presented the holy symbol whenever possible, and will continue attacking until that foe is dead. While enraged, a mythic redcap gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. It cannot end its rage voluntarily.

Mythic Red Cap (Su) A mythic redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a mythic redcap gains a +6 bonus on damage rolls (included in the above totals) and fast healing 5. If a mythic recap begins a full attack action against a foe that is already suffering from a bleed effect, the mythic redcap immediately gains one additional attack against that foe. This attack is made using the mythic redcap’s full base attack bonus, plus any modifiers appropriate to the situation. (This additional attack doesn’t stack with similar means of gaining additional attacks, such as the haste spell or a speed weapon, nor does it actually grant an extra action.) These benefits are lost if the cap is removed or destroyed.

Caps are not transferable, even between redcaps, mythic or otherwise. A mythic redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the mythic redcap takes a standard action to dip the cap in the blood of a foe the mythic redcap helped to kill, the cap does not grant its bonuses.

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