REDCAP – 5e stats

Small fey, chaotic evil

Armor Class 13 (natural armor)
Hit Points 45 (6d6 + 24)
Speed 25 ft.

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
18 (+4)13 (+1)18 (+4)10 (+0)12 (+1)9 (-1)

Skills Athletics +6, Perception +3
Senses darkvision 60 ft., passive Perception 13
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.
  • lronbound 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A redcap is a homicidal Fey creature born of blood-lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat.

Redcap is employed as material component to empower the following spells: