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Redcap

Redcap CR: 3

Small fey , chaotic evil
Armor Class: 13 (natural armor)
Hit Points: 45 (6d6+24) 6d6+24
Speed: 25 ft

STR

18 +4

DEX

13 +1

CON

18 +4

INT

10 +0

WIS

12 +1

CHA

9 -1

Skills: Athletics +6 1d20+6 , Perception +3 1d20+3
Senses: darkvision 60 ft., passive Perception 13
Languages: Common, Sylvan
Challenge Rating: 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 1d20+6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) 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) 3d10+4 bludgeoning damage and be knocked prone.


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