b'Redcap Fanatic \n'b'  Family:   Redcap  \n'b'  Small   fey ,  neutral evil  \n'b'  Armor Class  15  Hit Points  75 (10d6 + 40)  Speed  60 ft.\n'b' STATS STR: 18 (+4) DEX:  17 (+3)  CON:  18 (+4)  INT:  12 (+1)  WIS:  13 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Con  +7,  Cha  +5  Skills   Athletics  +7,  Acrobatics  +6,  Deception  +5,  Insight  +4,  Intimidation  +8,  Nature  +5,  Perception  +7,  Stealth  +6  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that are not silvered  Senses  passive  Perception  17  Languages  Aklo, Common, Giant, Sylvan  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Irreligious Outrage . Bitter and blasphemous, the  redcap  fanatic cannot stand the symbols of good-aligned religions. If an enemy spends an action presenting a holy  symbol , the  redcap  must make a DC 15  Wisdom  saving throw or become  frightened  for 1d4 rounds. A  redcap  who successfully saves is enraged for 1 minute or until that foe is  incapacitated , whichever is shorter. An enraged redcap fanatic focuses its attacks against the foe who presented the holy symbol whenever possible and continues attacking until that foe is dead. While enraged, a redcap fanatic deals an additional 1d4 damage on all its attacks, but takes a \xe2\x80\x932 penalty to its AC. It cannot end its rage voluntarily. \n'b'  Red Cap . The redcap fanatic wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap fanatic gains a +2 damage on its stomp attacks (included in its attacks) and has 5  temporary hit points  that renew at the start of each of its turns. These benefits are lost if the cap is removed or destroyed and stop functioning if the  redcap  is at  0 hit points . Caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes an action to dip the cap in the blood of a foe the redcap helped to kill, the cap does not grant its bonuses. \n'b'\n'b' ACTIONS \n'b'\n'b'  Scythe .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 9 (1d10+4) slashing damage. \n'b'  Boot Stomp .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 12 (1d12+6) bludgeoning damage. If the target of Boot Stomp is  prone , it takes an additional 6 (1d12) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Death to Thieves . The redcap can make an attack against a creature that attempts to disarm its scythe, or steal its red cap. If this  attack  deals damage, the red cap regains a spent legendary action. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The redcap fanatic can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The redcap regains spent legendary actions at the start of its turn. \n'b'\n'b'  Scythe . The redcap fanatic makes a scythe attack. \n'b'  Shove . The redcap fanatic makes a  Strength  ( Athletics ) check to shove an adjacent Large or smaller creature. \n'b'  Stomping Mad (Costs 2 Actions) . The redcap fanatic jumps up and down on feet and  prone  creatures in a 10-foot square area, dealing its Boot Stomp damage to any creature in that area. \n'b'\n'b' ABOUT \n'b' Redcaps embody both capriciousness and sadism. \n'b' These stumpy, misanthropic fey freaks exist seemingly to indulge in blissful bloodletting and self-indulgent slaughter. Like prune-faced, angry old men, they mollycoddle their own inefficiencies and miseries in gore. \n'b' Redcaps are most widely recognized for their long woolen caps, which they drench in the blood of their victims. Rumors and fairy stories abound concerning rituals and the cultural significance of their blood-soaked caps, though the practice likely evolved as an easy way for the brutish runts to create both fear and spectacle. Redcaps typically stand only 3 feet tall, with twisted frames, pointed ears, and long white beards. They dress in soiled leather armor and wear oversized, iron-shod boots that make a distinctive clanging when they run.'