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Redcap

Medium · Fey · CR 6 · Neutral Evil

Armor Class
15 (natural armor)
Hit Points and Hit Dice
120 (16d8 + 48)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
10
+0
CON
17
+3
INT
11
+0
WIS
13
+1
CHA
8
-1

Overview

Category Monsters
Size Medium
Type Fey
Alignment Neutral Evil
XP 2300
Initiative Bonus +0

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 11

Saving Throws

Constitution +6

Skills

Athletics +8 Intimidation +5

Languages

Common, Sylvan, Undercommon

Resistances & Immunities

Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened

Traits

Red Cap

The redcap must soak its cap in the blood of a Humanoid that has been dead for no more than 1 hour at least once every 3 days. Every 24 hours past the third day that it goes without soaking its cap in blood in this way, it suffers one level of exhaustion. This exhaustion can be reduced only when the redcap finishes a long rest after soaking its cap in fresh Humanoid blood, which reduces its exhaustion level to 0. If the redcap dies as a result of this exhaustion, it crumbles to dust.

Actions

Bleeding Bite

+8 to hit, reach 5 ft (1.5 m). Hit: 2d8+5 piercing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 15 Constitution saving throw or lose 7 (2d6) hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Multiattack

The redcap makes one Bleeding Bite attack and two Pike attacks.

Pike

+8 to hit, reach 10 ft (3 m). Hit: 1d10+5 piercing damage.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Bonus Actions

Solid Kick

The redcap kicks a Medium or smaller creature within 5 feet of it. The target must succeed on a DC 15 Strength saving throw or be knocked prone.

About Redcap

Redcap is a medium fey with a Challenge Rating of 6. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 120 hit points (derived from 16d8 + 48).

Redcap has communication capabilities including Common, Sylvan, Undercommon. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Redcap

2 tips available

When using Redcap in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Redcap

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Redcap?
Redcap has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Redcap?
Redcap is a Medium Fey, which affects how certain spells and abilities interact with it.
What languages does Redcap speak?
Redcap can communicate in Common, Sylvan, Undercommon.

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