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.

Other data

description