Armor Class
17
Korred
Small Fey · Chaotic Neutral
Hit Points
93 (11d6 + 55)
Speed
Walk 30 ft., Burrow 30 ft.
CR
7
Traits
Stone Camouflage
The korred has advantage on Dexterity () 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. 10 () Bludgeoning damage, or 19 () Bludgeoning damage if the korred is on the ground.
Rock
Ranged Weapon Attack +9 to hit, range 60/120 ft., one target. 10 () Bludgeoning damage, or 19 () Bludgeoning damage if the korred is on the ground.
Bonus Actions
Command Hair
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 by the rope (escape DC 13). Until this grapple ends, the target is . The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes .
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.
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.