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Redcap
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Neutral Evil (Redcap)

8 Fey
Size
Small
Speed
60 ft.
Initiative
+8
STR
18
DEX
19
CON
18
INT
16
WIS
13
CHA
15

Skills
15 Mobility
13 Persuasion
12 Lore (Nature)
14 Perception
12 Athletics
19 Stealth

56 experience points

Defense
60 Hit points
3 Regeneration
AC
22

Flat-footed
18
Touch
17
Fortitude
+6
Will
+7
Reflex
+10

Resistance:
Damage Reduction 10/Cold Iron

Immunities
Combat Maneuver: Grapple
Effects And Conditions: Paralyzed, Entangled, Difficult terrain, Slowed, Staggered, Immobilized

Offense
Melee: Scythe
Range: 2 ft.
Attack: +11
Damage: 17-22 Slashing 1d6+16
Melee: Kick
Range: 2 ft.
Attack: +4
Damage: 9-11 Bludgeoning 1d3+8

BASE ATTACK BONUS
+4/-/-/-
COMBAT MANEUVER
+9 Bonus 23 Defense

Features and Abilities
Charge, Coup de Grace, Demoralize (Persuasion), Treat Affliction, Cleave
Power Attack, Fighting Defensively, Acrobatics (Mobility)
Weapon Focus (Scythe), Improved Initiative, Power Attack, Damage Reduction 10/cold iron, Feat, Coup de Grace, Cleave, Weapon Focus (Scythe)

Analyze Skill: Lore (Nature) DC 17

AbandonedKeep_Redcap (ef1345270f6fa3b42b8cd49273443d02)

Redcap is a creature in Pathfinder: Kingmaker.

Description[]

Redcaps embody both capriciousness and sadism. These stumpy, misanthropic fey freaks exist seemingly to indulge in blissful bloodletting and self-indulgent slaughter. Like prune-faced, angry old men, they mollycoddle their own inefficiencies and miseries in gore. Redcaps are most widely recognized for their long woolen caps, which they drench in the blood of their victims. Rumors and fairy tales abound concerning rituals and the cultural significance of their blood-soaked caps, though the practice likely evolved as an easy way for the brutish runts to create both fear and spectacle. Redcaps typically stand only 3 feet tall, with twisted frames, pointed ears, and long white beards. They dress in soiled leather armor and wear oversized, iron-shod boots that make a distinctive clanging when they run.

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