Like some miniscule, wicked old man, this snarling little humanoid wears metal boots and a blood-red pointed cap.
Environment: temperate forests, temperate mountains, or underground
Organization: 1-12
Proficiency Score: +7
Small; Principle/Individual; fey
Armor Class: 24 (+4 Dex, +1 Natural, +1 Size, +7 Proficiency)
Hit Points: 140 (14d6+56)
Speed: 60 feet
Initiative: +4 (advantage)
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 19 (+4) | 18 (+4) | 16 (+3) | 13 (+1) | 15 (+2) |
Saves:
- Fortitude +11
- Reflex +11
- Will +8
Skills:
- Acrobatics +11
- Athletics +11
- Deception +9
- Insight +8
- Intimidate +9
- Nature +8
- Perception +8
- Stealth +11
Resistances:
- 10 against physical damage except those with the cold iron tag
Senses: Passive Perception 18, low light vision 60 feet
Languages: Aklo, Common, Giant, Sylvan
Fast Healing (3). A Red Cap gains 3 hit points at the beginning of its turn.
Frightful (religious signs). A Red Cap fears religious powers and must make a DC 20 Will save when they see clear signs of a holy symbol, divine magics, divine powers, or other religious manifestations. On a failed save, a Red Cap gains the Frightened 1 condition for a minute.
Actions
Sickle (1 hand). Melee Strike +11/+7/+3 (agile, finesse, trip) with 2d4+4 slashing damage.
Kick. Melee Strike +11/+6/+1 (unarmed) with 1d4+4 bludgeoning damage.
Equipment
- Sickle with +1 Weapon Potency Rune
- Incidental