Redcap
Mordenkainen Presents: Monsters of the Multiverse p. 208,
- Tamaño
- Pequeño
- Tipo
- fey
- Alineamiento
- typically chaotic evil
- CA
- 14 (natural armor)
- Puntos de golpe
- 45 (6d6+24)
- Velocidad
- walk 25 ft.
- Habilidades
- Athletics +6, Perception +3
- Sentidos
- darkvision 60 ft.
- Percepción pasiva
- 13
- Idiomas
- Common, Sylvan
- Desafío
- 3
FUE
18
+4
DES
13
+1
CON
18
+4
INT
10
+0
SAB
12
+1
CAR
9
−1
Rasgos
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.
Acciones
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.