- 3 (700 XP)
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:
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 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.