Redcap

Small fey, chaotic evil

Armor Class

13 (natural armor)

Hit Points

45 (6d6+24)

Speed

25 ft.

STR

18 (+4)

DEX

13 (+1)

CON

18 (+4)

INT

10 (0)

WIS

12 (+1)

CHA

9 (-1)

Senses

darkvision 60 ft.

Skills

Athletics +6, Perception +3

Languages

Common, Sylvan

Challenge

3 (700 XP)

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.

small
fey
cr3
volos-guide