Small fey, chaotic evil
- Armor Class
- 13 (natural armor)
- Hit Points
- 45 (6d6 + 24)
- Speed
- 25 ft.
- Challenge
- 3 (700 XP)
- Skills
- Athletics +6, Perception +3
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Common, Sylvan
Traits
While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.
A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the creature even more psychotic, causing it to brood over irrational hatreds. A group of madcaps will sometimes band together over a shared hatred of something, such as music, creatures with curly hair, the word "cool," or the color blue.
When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots.
Actions
The redcap makes three attacks with its wicked sickle.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
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.