b'Redcap \n'b'  Medium   fey ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  105 (14d8 + 42)  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'     Saving Throws   Constitution  +6  Skills   Athletics  +8,  Intimidation  +8  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  frightened   Senses   darkvision  60 ft., passive  Perception  11  Languages  Common, Sylvan, Undercommon  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Clomping Boots . The redcap has disadvantage on  Dexterity  ( Stealth ) checks. \n'b'  Red Cap . The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of  exhaustion  every 24 hours. While the cap is dry, the redcap can\xe2\x80\x99t remove  exhaustion  by any means. All levels of  exhaustion  are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this  exhaustion  crumbles to dust. \n'b'  Solid Kick . The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15  Strength  saving throw or fall  prone . \n'b'  Actions \n'b'   Multiattack . The redcap makes two pike attacks and one bite  attack . \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15  Constitution  saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it\xe2\x80\x99s been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15  Wisdom  ( Medicine ) check or any amount of magical  healing  also stops the bleeding. Constructs and undead are immune to the bleeding effect. \n'b'  Pike .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 10 (1d10 + 5) piercing damage.'