- 7 (2,900 XP)
Command Hair. The korred has at least one 15-meters-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 9 meters of it to move up to 6 meters and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Reflex 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 20 Defense and 20 Health. It regains 1 health at the start of each of the korred’s turns while it has at least 1 health and the korred is alive. If the rope drops to 0 health, it is destroyed.
Maneuvers. The korred uses maneuvers (maneuver save DC 17). It has 10 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:
1 stamina die: avalanche onslaught, bonecrush, brute force, debilitating crush, disorient, glancing blow, hammer spin, hammer through, hammering blow, knockback, rolling stone, smash, spring attack, sturdy stance
3 stamina dice: knockout
Spellcasting. The korred is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has 3 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest, and knows the following spells:
Stone Camouflage. The korred has advantage on 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).
Multiattack. The korred makes two attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 1.5 m. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.
Club. Melee Weapon Attack: +9 to hit, reach 1.5 m. Hit: 8 (1d4 + 6) bludgeoning damage, or 13 (3d4 + 6) bludgeoning damage if the korred is on the ground.
Rock. Ranged Weapon Attack: +9 to hit, range 18/35 m. Hit: 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground.