Kryx RPGThemesMonsters

Korred

Small fey
Challenge
7 (2,900 XP)

STR
6
DEX
2
CON
5
INT
0
WIS
2
CHA
−1

102
12d6+60
17
Soak
2
Fort
+5
Ref
+4
Will
+1
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks

Speed 9 m., burrow 9 m.
Senses darkvision 35 m., tremorsense 35 m., passive Perception 15
Skills Athletics +9, Brawn +9, Perception +5, Stealth +5
Languages Dwarven, Gnomish, Sylvan, Terran, Undercommon

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

2 stamina dice: stone bones, tremoring strike

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:

At will: commune with nature, meld into stone, stone shape

Cantrips (at will): earthen hide, ferrous growth, mold earth, stonefist

1 mana: animate earth, avalanche, earth tremor, earthbind, earthen bulwark, fissures

2 mana: bones of the earth, earthen grasp, erupting earth, move earth, stalagmite, stoneskin, transmute rock, wall of stone

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).

Actions

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.

Forestvgtm