Small fey, Chaotic Evil
| Armor Class | 14 (natural armor) |
|---|---|
| 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) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +6, Perception +3 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Common, Sylvan |
| Challenge | 3 |
The redcap has disadvantage on Dexterity (Stealth) checks.
While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.
The redcap makes three Wicked Sickle attacks.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
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.
Small fey, Chaotic Evil
| Armor Class | 13 (natural armor) |
|---|---|
| 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) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +6, Perception +3 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Common, Sylvan |
| Challenge | 3 |
While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.
The redcap makes three attacks with its wicked sickle.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
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.