Flourish. The redcap adds its Charisma modifier to the damage
roll for its rapier attacks (included in the attack).
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.
Multiattack. The redcap makes three attacks with its wicked sickle.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) piercing damage.
Hand-Hook. Ranged Weapon Attack: +5 to hit, range 20/40 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage and the target is
grappled (escape DC 13). Until the grapple ends, the redcap
cannot grapple another target this way.
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.
Reel. The redcap moves a grappled creature up to 10 feet closer
to itself.
Parry. The redcap adds 2 to its AC against one melee attack that
would hit it. To do so, the redcap must see the attacker and be
wielding a melee weapon.
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