Armor Class
17
Korred
Small Fey · Chaotic Neutral
Hit Points
102 (12d6 + 60)
Speed
Walk 30 ft., Burrow 30 ft.
CR
7
Traits
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 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 it 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 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 () 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 with its greatclub or hurls two rocks.
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. 15 () Bludgeoning damage, or 24 () Bludgeoning damage if the korred is on the ground.