Redcap
Small Fey
, Chaotic Evil
• Armor Class: 13
• Hit Points: 45 (6d6+24)
• Speed: 25 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
18 (+4) |
13 (+1) |
18 (+4) |
10 (+0) |
12 (+1) |
9 (-1) |
• Skills:
Athletics +6, Perception +3
• Senses:
darkvision 60 ft.
• Languages:
Common, Sylvan
• Challenge:
3 (700 XP)
• Environments:
Forest, Grassland, Swamp
• Iron Boots:
While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
• Outsize Strength:
While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.
Actions
• Multiattack:
The redcap makes three attacks with its wicked sickle.
• Wicked Sickle:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.
• Ironbound Pursuit:
The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10+4) bludgeoning damage and be knocked prone.