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.