Korred

Small fey, Chaotic Neutral

Armor Class

17 (natural armor)

Hit Points

102 (12d6+60)

Speed

walk 30 ft., burrow 30 ft.

Skills

Athletics +9, Perception +5, Stealth +5

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Senses

darkvision 120 ft., tremorsense 120 ft.

Languages

Dwarvish, Gnomish, Sylvan, Terran, Undercommon

Challenge

7

Command Hair

The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.

Stone Camouflage

The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Stone's Strength

While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).

Innate Spellcasting

The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components: • At will: commune with nature, meld into stone, stone shape • 1/Day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance

Actions

Multiattack

The korred makes two attacks with its greatclub or hurls two rocks.

Greatclub

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.

Rock

Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground.

Korred

Small fey, typically chaotic neutral

Armor Class

17 (natural armor)

Hit Points

93 (11d6 + 55)

Speed

walk 30 ft., burrow 30 ft.

Skills

Athletics +9, Perception +5, Stealth +5

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Senses

darkvision 120 ft., tremorsense 120 ft.

Languages

Dwarvish, Gnomish, Sylvan, Terran, Undercommon

Challenge

7

Proficiency Bonus

+3

Stone Camouflage

The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack

The korred makes two Greatclub or Rock attacks.

Greatclub

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.

Rock

Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.

Spellcasting

The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13): • At will: commune with nature (as an action), meld into stone, stone shape • 1/Day: Otto's irresistible dance

Command Hair (Bonus Action)

The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while the rope has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.

Korred

Small fey, typically chaotic neutral

Armor Class

17 (natural armor)

Hit Points

93 (11d6 + 55)

Speed

walk 30 ft., burrow 30 ft.

Skills

Athletics +9, Perception +5, Stealth +5

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Senses

darkvision 120 ft., tremorsense 120 ft.

Languages

Dwarvish, Gnomish, Sylvan, Terran, Undercommon

Challenge

7

Proficiency Bonus

+3

Stone Camouflage

The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack

The korred makes two Greatclub or Rock attacks.

Greatclub

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.

Rock

Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.

Spellcasting

The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13): • At will: commune with nature (as an action), meld into stone, stone shape • 1/Day each: Otto's irresistible dance

Command Hair (Bonus Action)

The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while the rope has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.