Redcap
Mordenkainen Presents: Monsters of the Multiverse p. 208,
- Size
- Small
- Type
- fey
- Alignment
- typically chaotic evil
- AC
- 14 (natural armor)
- Hit Points
- 45 (6d6+24)
- Speed
- walk 25 ft.
- Skills
- Athletics +6, Perception +3
- Senses
- darkvision 60 ft.
- Passive Perception
- 13
- Languages
- Common, Sylvan
- Challenge
- 3
STR
18
+4
DEX
13
+1
CON
18
+4
INT
10
+0
WIS
12
+1
CHA
9
−1
Traits
Proficiency Bonus
+2
Iron Boots
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 Wicked Sickle attacks.
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.