Redcap Brigade
Level 10Abilities
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
If a redcap brigade 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 troop must attempt a DC 26 will save. They then become temporarily immune to all brandished religious symbols for 10 minutes. Critical Success The troop is unaffected. Success The troop is Frightened 1. Failure The troop is Frightened 2. Critical Failure The troop is Frightened 3.
HP 165 (4 segments); Thresholds 110 (3 segments), 55 (2 segments) Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment. A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Trigger The redcap brigade loses its first segment, causes another troop to lose its first segment, or is otherwise exposed to copious amounts of blood Effect The redcap brigade gains a status bonus to damage rolls for 1 minute. The bonus is +2 if they spend one action on Bloody Reaping, +6 if they spend two actions, or +8 if they spend 3 actions. They gain a +4 status bonus to damage rolls with Bowl Over and Stomp.
1 to 3 Frequency once per round Effect The redcaps in the brigade wildly swing their halberds and sickles at each enemy in a 10-foot emanation, with a DC 26 reflex save. The damage depends on the number of actions. 1 (1d10+2) slashing 2 (2d10+9) slashing 3 (3d10+10) slashing
The redcap brigade Strides; they can pass through spaces of Medium or smaller creatures, but can't end their movement in them. All enemies whose spaces the redcap brigade passed through take 4d8 bludgeoning damage and must attempt a DC 26 fortitude save. Bowl Over and Stomp damages each creature only once. Critical Success The creature takes no damage. Success The creature takes half damage. If it is Prone, it also takes 1d6 persistent bleed damage. Failure The creature takes full damage, is knocked prone, and takes 2d6 persistent bleed damage. Critical Failure The creature takes double damage, is knocked prone, and takes 2d6 persistent bleed damage.
Trigger The redcap brigade drops a creature to 0 Hit Points with Bloody Reaping Effect The redcap brigade performs an additional one-action Bloody Reaping, ignoring the once per round frequency limitation. This does not deal damage to the triggering creature.
Description
Redcaps are sadistic fey known for their merciless bloodlust. When they gather into troops, they goad each other to greater heights of violence.