Small Fey, Chaotic Evil
Armor Class 15 (Iron boots and hat)
Hit Points 75 (14d6 + 14)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
6 (-2)
Skills Athletics +5, Stealth +6
Senses Darkvision 60ft., Passive Perception 10
Languages Sylvan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

**Blood Frenzy.** The redcap has advantage on attack rolls against any creature that doesn't have all its hit points.

**Iron Boots.** The redcap's iron boots count as a weapon, dealing 1d8 piercing damage on a hit. Additionally, the redcap has advantage on any Strength (Athletics) checks made to jump.

Actions

**Multiattack.** The redcap makes two attacks with its iron boots.

**Iron Boots.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d8 + 4) piercing damage.

**Claw.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 3) slashing damage.e.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

**Appearance** Redcaps are small, malevolent fey creatures that resemble goblins. They are often depicted as short, stocky figures with red caps and iron boots. They have sharp claws and teeth, and delight in attacking travelers who enter their territory.

**Personality** Redcaps are violent and bloodthirsty creatures that enjoy causing pain and suffering. They are known for their love of violence and bloodshed, and will attack anyone who enters their territory. They are often depicted as being incredibly fast and agile, and are able to run at incredible speeds.

Lair and Lair Actions

**Habitat** Redcaps are often found in faerie forests, where they make their homes in caves and other hidden places. They are territorial creatures and will attack anyone who enters their territory without permission.

  • When fighting in their lair, redcaps can use the following lair actions:
    **Iron Trap.** The redcap creates an iron trap in an unoccupied space within 30 feet of it. The trap is a 5-foot square and requires a DC 15 Dexterity saving throw to avoid. On a failed save, the target takes 2d8 piercing damage and is restrained until it escapes (DC 15 Strength check).
    **Blood Frenzy.** The redcap can use its Blood Frenzy ability as a bonus action.
    **Iron Boots.** The redcap can move up to its speed and make an Iron Boots attack as a bonus action.

Habitat: Forest

Hansolo17x

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