14 (natural armor)
39 (6d8 + 12)
30 ft.
Perception +4
poison, psychic
charmed, poisoned
darkvision 120 ft.
Primordial
3
While the madcap remains motionless, it is indistinguishable from a Medium-sized mushroom.
Any creature that isn't a madcap that starts its turn within 10 feet of a madcap must make a DC 14 Wisdom saving throw, or it hears muttering voices in its head for a moment and has disadvantage on on its next attack roll, saving throw, or ability check. If the creature fails its saving throw by 7 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the madcap). While under the effects of this confusion, the creature is immune to Foment Madness.
At the start of its turn the madcap can gain advantage on all unarmed strikes during that turn, but attack rolls against it have advantage until the start of its next turn.
While in sunlight, the madcap disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The madcap makes two melee attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) poison damage.