Imper1um wrote:Can you provide the statblock so I can debunk this?
Debunk away.
www.pathfindersrd.com wrote:Redcap CR 6
XP 2,400
Always NE Small fey (Pathfinder #4 pg 80)
Init +8; Senses low-light vision ; Perception +12
DEFENSE
AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
hp 60 (8d6+32); fast healing 3
Fort +6, Ref +10, Will +7
DR 10/cold iron
Weaknesses irreligious
OFFENSE
Speed 60 ft.
Melee scythe +10 (2d4+10) and kick +4 (1d4+6)
Special Attacks boot stomp
Tactics Lone redcaps try to wear down their opponents by using their boot stomp ability to make a series of hit-and-run attacks. Groups, however, are much more bold, swarming larger foes and slicing them to shreds with their terrible scythes. Bloodthirsty creatures, redcaps fight until they are barely able, fleeing only if reduced below 5 hit points.
STATISTICS
Str 18, Dex 19, Con 18, Int 16, Wis 13, Cha 15
Base Atk +4; CMB +7; CMD 21
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (scythe)
Skills Acrobatics +15 (+27 jumping), Bluff +13, Climb +15, Escape Artist +15, Intimidate +10, Knowledge (nature) +14, Perception +12, Sense Motive +12, Stealth +19; Racial Modifiers +12 when jumping
Languages Aklo, Common, Giant
SQ heavy weapons, red cap
Gear Leather armor, Medium Scythe
SPECIAL ABILITIES
Boot Stomp (Ex)
A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. It can use its boots to make a secondary attack as part of a full attack action or can use them to make an attack as part of its movement just as if it had the Spring Attack feat. A redcap is only treated as having Spring Attack when attacking with its boots and no other weapon.
Heavy Weapons (Ex)
A redcap's powerful hands and arms allow it to wield Medium weapons without penalty.
Irreligious (Ex)
Bitter and blasphemous, a redcap cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the character must make a DC 15 Will save or become frightened for 1 minute and attempts to flee. A redcap who successfully saves becomes shaken for 1 minute.
Red Cap (Su)
A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing its cap, a redcap gains a +4 bonus on damage rolls and fast healing 3 (reflected above). These benefits are lost if the cap is removed or destroyed, and caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap can take a standard action to dip the cap in the blood of a foe the recap helped kill, it does not grant its bonuses.
A token generated by the macro is also attached. I've also noticed that the rewrite has the same bug as the old macro, where the values are changed for movement but do not register unless you open the movement panel to manually edit them(the correct values are listed already, but it will not display them unless you click OK).
EDIT: Actually, this is a little weird. It shows the correct DR when you open the dialog to edit core properties(the framework macro, not editing the token directly), but it does not display or show it listed when manually examining the token properties. Instead, DR is a blank and DRER doesn't show any changes at all to the JSON object.