Redcap

Small fey, Chaotic Evil

Armor Class

13 (natural armor)

Hit Points

45 (6d6+24)

Speed

walk 25 ft.

Skills

Athletics +6, Perception +3

Senses

darkvision 60 ft.

Languages

Common, Sylvan

Challenge

3

Iron Boots

While moving, 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 attacks with its wicked sickle.

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.

Variant: Madcap

A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the creature even more psychotic, causing it to brood over irrational hatreds. A group of madcaps will sometimes band together over a shared hatred of something, such as music, creatures with curly hair, the word "cool," or the color blue. When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots.

Redcap

Small fey, typically chaotic evil

Armor Class

14 (natural armor)

Hit Points

45 (6d6 + 24)

Speed

walk 25 ft.

Skills

Athletics +6, Perception +3

Senses

darkvision 60 ft.

Languages

Common, Sylvan

Challenge

3

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.

Redcap

Small fey, typically chaotic evil

Armor Class

14 (natural armor)

Hit Points

45 (6d6+24)

Speed

walk 25 ft.

Skills

Athletics +6, Perception +3

Senses

darkvision 60 ft.

Languages

Common, Sylvan

Challenge

3

Proficiency Bonus

+2

Iron Boots

While moving, 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 attacks with its wicked sickle.

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.

Redcap

Medium fey, Neutral Evil

Armor Class

15 (natural armor)

Hit Points

105 (14d8+42)

Speed

walk 40 ft.

Saves

Con +6

Skills

Athletics +8, Intimidation +5

Damage Resistances

bludgeoning, piercing, and slashing damage from nonmagical weapons

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Languages

Common, Sylvan, Undercommon

Challenge

6

Clomping Boots

The redcap has disadvantage on Dexterity (Stealth) checks.

Red Cap

The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust.

Solid Kick

The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone.

Actions

Multiattack

The redcap makes two pike attacks and one bite attack.

Bite

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.

Pike

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.