Redcap

Small fey, Chaotic Evil

Armor Class14 (natural armor)
Hit Points45 (6d6 + 24)
Speed25 ft.
STRDEXCONINTWISCHA
18 (+4) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 9 (-1)
Saving Throws—
SkillsAthletics +6, Perception +3
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 13
LanguagesCommon, Sylvan
Challenge3

Traits

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 Attack Roll: +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.