Small fey, Chaotic Neutral
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 93 (11d6 + 55) |
| Speed | 30 ft., burrow 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 14 (+2) | 20 (+5) | 10 (+0) | 15 (+2) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +9, Perception +5, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., tremorsense 120 ft., passive Perception 15 |
| Languages | Dwarvish, Gnomish, Sylvan, Terran, Undercommon |
| Challenge | 7 |
The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The korred makes two Greatclub or Rock attacks.
Melee Attack Roll: +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.
Ranged Attack Roll: +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.
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
Small fey, Chaotic Neutral
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 102 (12d6 + 60) |
| Speed | 30 ft., burrow 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 14 (+2) | 20 (+5) | 10 (+0) | 15 (+2) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +9, Perception +5, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., tremorsense 120 ft., passive Perception 15 |
| Languages | Dwarvish, Gnomish, Sylvan, Terran, Undercommon |
| Challenge | 7 |
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.
The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).
The korred makes two attacks with its greatclub or hurls two rocks.
Melee Attack Roll: +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.
Ranged Attack Roll: +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.
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 each/day: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance