Kryx RPGThemesMonsters

Redcap

Small fey
Challenge
3 (700 XP)

STR
4
DEX
1
CON
4
INT
0
WIS
1
CHA
−1

45
6d6+24
13
Soak
1
Fort
+4
Ref
+2
Will
+0
Defense note natural armor

Speed 7.5 m.
Senses darkvision 18 m., passive Perception 13
Skills Athletics +6, Brawn +6, Perception +3
Languages Common, Sylvan

Iron Boots. While moving, the redcap has disadvantage on Stealth checks.

Maneuvers. The redcap uses maneuvers (maneuver save DC 14). It has 9 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: bloodletting blade, cripple, grievous wound, nimble, spring attack

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 or dagger.

Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 9 (2d4 + 4) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 6 (1d4 + 4) piercing 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 Reflex saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.

Forest, Hill, Swampvgtm