b'Redcap \n'b'  Medium   fey ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  120 (16d8 + 48)  Speed  40 ft.\n'b' STATS STR: 20 (+5) DEX:  10 (+0)  CON:  17 (+3)  INT:  11 (+0)  WIS:  13 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +6  Skills   Athletics  +8,  Intimidation  +5  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  frightened   Senses   darkvision  60 ft., passive  Perception  11  Languages  Common, Sylvan, Undercommon  Challenge  6 (2,300 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The redcap makes one Bleeding Bite  attack  and two Pike attacks. \n'b'  Bleeding Bite .  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 . \n'b'  Pike .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 10 (1d10 + 5) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  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 forced  prone . \n'b'\n'b' ABOUT \n'b' This grizzled, weather-beaten creature looks like a sour old man, complete with scraggly beard. It carries a great pike and wears a blood-soaked hat and heavy boots shod with iron. It grins with massive yellow teeth. \n'b'  Blood-Soaked Caps . Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their very existence\xe2\x80\x94these caps must constantly be revived with fresh blood. \n'b'  Compelled to Kill . Redcaps aren\xe2\x80\x99t cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing. \n'b'  Bandits and Mercenaries . Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry.'